5-SINF O‘QUVCHILARINING BADIIY TAFAKKURINI RIVOJLANTIRISHDA O‘YINLI TEXNOLOGIYALARDAN FOYDALANISH
Abstract
Maqolada 5-sinf o‘quvchilarining badiiy tafakkurini rivojlantirishda o‘yinli texnologiyalardan foydalanish imkoniyatlari tahlil qilinadi. Tadqiqotning maqsadi — o‘yin elementlarining qaysi biri badiiy tafakkur komponentlariga haqiqatan ta’sir ko‘rsatishini va qaysi biri ta’sirsiz yoki salbiy ta’sirga ega ekanini xalqaro empirik dalillar asosida farqlashdan iborat. Tadqiqot nazariy-qiyosiy tahlil va meta-tahlil natijalarini umumlashtirish usullariga asoslangan; muallif tomonidan pedagogik eksperiment o‘tkazilmagan, barcha miqdoriy ko‘rsatkichlar nashr etilgan tadqiqotlardan olingan hamda havola bilan ko‘rsatilgan. Tahlil natijasida aniqlanishicha, o‘yinlashtirishning umumiy samarasi kichik-o‘rtacha darajada bo‘lib, uning kattaligi qo‘llanilgan o‘yin elementiga bog‘liq: badiiy syujet, rol va ijtimoiy hamkorlik elementlari samaraga ega, ball, nishon va reyting kabi tashqi rag‘bat elementlari esa ichki motivatsiyani susaytirishi mumkin. Badiiy tafakkur aynan ichki motivatsiyaga tayangani uchun bu farq mazkur mavzu uchun hal qiluvchi ahamiyatga ega. Xulosada o‘yin elementlarini badiiy tafakkur komponentlariga moslashtirish tamoyillari va 5-sinf sharoitida amaliy qo‘llash bo‘yicha takliflar berilgan.
References
1. O‘zbekiston Respublikasining “Ta’lim to‘g‘risida”gi Qonuni, O‘RQ-637-son, 2020-yil 23-sentabr // Qonunchilik ma’lumotlari milliy bazasi. — URL: https://lex.uz/docs/-5013007 (murojaat sanasi: 17.09.2026).
2. O‘zbekiston Respublikasi Vazirlar Mahkamasining “Umumiy o‘rta va o‘rta maxsus ta’limning davlat ta’lim standartlarini tasdiqlash to‘g‘risida”gi 187-son Qarori, 2017-yil 6-aprel // Qonunchilik ma’lumotlari milliy bazasi. — URL: https://lex.uz/docs/-3153714.
3. O‘zbekiston Respublikasi Vazirlar Mahkamasining “Uzluksiz ma’naviy tarbiya konsepsiyasini tasdiqlash va uni amalga oshirish chora-tadbirlari to‘g‘risida”gi 1059-son Qarori, 2019-yil 31-dekabr // Qonunchilik ma’lumotlari milliy bazasi. — URL: https://lex.uz/docs/-4676839.
4. O‘zbekiston Respublikasi Prezidentining “2022–2026-yillarga mo‘ljallangan Yangi O‘zbekistonning taraqqiyot strategiyasi to‘g‘risida”gi PF-60-son Farmoni, 2022-yil 28-yanvar // Qonunchilik ma’lumotlari milliy bazasi. — URL: https://lex.uz/docs/-5841063.
5. O‘zbekiston Respublikasi Prezidentining “O‘zbekiston — 2030” strategiyasi to‘g‘risida”gi PF-158-son Farmoni, 2023-yil 11-sentabr // Qonunchilik ma’lumotlari milliy bazasi. — URL: https://lex.uz/docs/-6600413.
6. O‘zbekiston Respublikasi Prezidentining “2022–2026-yillarda xalq ta’limini rivojlantirish bo‘yicha milliy dasturni tasdiqlash to‘g‘risida”gi Farmoni, 2022-yil 11-may // Qonunchilik ma’lumotlari milliy bazasi. — URL: https://lex.uz.
7. O‘zbekiston Respublikasining “Pedagogning maqomi to‘g‘risida”gi Qonuni, O‘RQ-901-son, 2024-yil // Qonunchilik ma’lumotlari milliy bazasi, 01.02.2024-y., 03/24/901/0082-son.
8. Huizinga J. Homo Ludens: A Study of the Play-Element in Culture. — London: Routledge & Kegan Paul, 1949. — 220 p.
9. Guilford J.P. Creativity // American Psychologist. — 1950. — Vol. 5, No. 9. — P. 444–454.
10. Vygotsky L.S. Play and Its Role in the Mental Development of the Child // Soviet Psychology. — 1967. — Vol. 5, No. 3. — P. 6–18.
11. Vygotsky L.S. Imagination and Creativity in Childhood // Journal of Russian and East European Psychology. — 2004. — Vol. 42, No. 1. — P. 7–97.
12. Sailer M., Homner L. The Gamification of Learning: A Meta-analysis // Educational Psychology Review. — 2020. — Vol. 32, No. 1. — P. 77–112. — DOI: 10.1007/s10648-019-09498-w.
13. Hanus M.D., Fox J. Assessing the Effects of Gamification in the Classroom: A Longitudinal Study on Intrinsic Motivation, Social Comparison, Satisfaction, Effort, and Academic Performance // Computers & Education. — 2015. — Vol. 80. — P. 152–161.
14. Wouters P., van Nimwegen C., van Oostendorp H., van der Spek E.D. A Meta-analysis of the Cognitive and Motivational Effects of Serious Games // Journal of Educational Psychology. — 2013. — Vol. 105, No. 2. — P. 249–265.
15. Clark D.B., Tanner-Smith E.E., Killingsworth S.S. Digital Games, Design, and Learning: A Systematic Review and Meta-Analysis // Review of Educational Research. — 2016. — Vol. 86, No. 1. — P. 79–122.
16. Torrance E.P. Torrance Tests of Creative Thinking: Norms-Technical Manual. — Lexington, MA: Personnel Press, 1974.
17. Runco M.A., Acar S. Divergent Thinking as an Indicator of Creative Potential // Creativity Research Journal. — 2012. — Vol. 24, No. 1. — P. 66–75.
18. Deci E.L., Koestner R., Ryan R.M. A Meta-analytic Review of Experiments Examining the Effects of Extrinsic Rewards on Intrinsic Motivation // Psychological Bulletin. — 1999. — Vol. 125, No. 6. — P. 627–668.
19. Amabile T.M. Creativity in Context: Update to “The Social Psychology of Creativity”. — Boulder: Westview Press, 1996. — 336 p.
20. Scott G., Leritz L.E., Mumford M.D. The Effectiveness of Creativity Training: A Quantitative Review // Creativity Research Journal. — 2004. — Vol. 16, No. 4. — P. 361–388.
21. Deterding S., Dixon D., Khaled R., Nacke L. From Game Design Elements to Gamefulness: Defining “Gamification” // Proceedings of the 15th International Academic MindTrek Conference. — New York: ACM, 2011. — P. 9–15.
22. Ryan R.M., Deci E.L. Self-Determination Theory and the Facilitation of Intrinsic Motivation, Social Development, and Well-Being // American Psychologist. — 2000. — Vol. 55, No. 1. — P. 68–78.
23. Эльконин Д.Б. Психология игры. — М.: Педагогика, 1978. — 304 с.