Developing Students’ Creative Competencies through the Interactive Organization of Educational Activities in Higher Education Institutions
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Keywords

higher education, interactive learning activities, creative competencies, educational games, game-based learning, EduGames.uz, gamification

How to Cite

Eshmanov, G. (2026). Developing Students’ Creative Competencies through the Interactive Organization of Educational Activities in Higher Education Institutions. INTERNATIONAL CONFERENCE ON SCIENCE, INNOVATION AND GLOBAL DEVELOPMENT, 1(2), 306-311. https://doi.org/10.5281/zenodo.18764869

Abstract

This scientific article examines the use of educational game platforms (such as EduGames.uz and similar ones) for developing students' creative competencies in higher education institutions through the interactive organization of the learning process. The work highlights the advantages of the game-based learning approach, its role in enhancing creativity, and provides practical examples.

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References

1. Interaktiv o'yinlar - EduGames.uz.

2. Engaging Students in the Learning Process with Game-Based Learning - ERIC.

3. Gamification in Education: Using Games to Enhance Learning Outcomes - CBHS.

4. How to Use Gameplay to Enhance Classroom Learning - Edutopia.

5. Introduction to the Use of Gamification in Higher Education - UChicago.

6. Gamification of e-learning in higher education - NIH.

7. Gamification of Learning in Higher Education: Key Insights - MITR Media.

8. 10 Gamification in Education Ideas to Make Learning Fun - PCE San Diego.

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