ENHANCING CRITICAL THINKING THROUGH DIGITAL GAMES IN EARLY EDUCATION

Authors

  • Sevarakhon Yakhyoeva Fergana state technical university, Faculty of light industry and textile, department of Uzbek language and language teaching, lecturer Author

Abstract

The article examines how digital games enhance critical thinking among early learners. It discusses how decision-making, reflection, and collaboration in game-based environments foster cognitive growth and active learning in primary education.

Downloads

Download data is not yet available.

References

1.Anderson, L. W., & Krathwohl, D. R. (2001). A Taxonomy for Learning, Teaching, and Assessing. New York: Longman. – 352 p.

2.Gee, J. P. (2007). What Video Games Have to Teach Us About Learning and Literacy. New York: Palgrave Macmillan. – 256 p.

3.Prensky, M. (2001). Digital Game-Based Learning. New York: McGraw-Hill. – 442 p.

4.Kiili, K. (2005). Digital game-based learning: Towards an experiential gaming model. The Internet and Higher Education, 8(1), 13–24.

5.Shute, V. J., & Ventura, M. (2013). Measuring and Supporting Learning in Games: Stealth Assessment. MIT Press. – 320 p.

6.Wouters, P., & van Oostendorp, H. (2017). A meta-analytic review of the role of instructional support in game-based learning. Computers & Education, 110, 64–87.

Downloads

Published

2025-10-24