Authors

  • Shokhsanam Abdirimova
    Urgench State Pedagogical Institute

DOI:

https://doi.org/10.71337/inlibrary.uz.ijai.108122

Abstract

This scientific article examines the influence of computer games on students' gaming behavior and ways to correct it using neuropedagogic correction methods. The article examines the educational potential of computer games, their role in the development of cognitive skills of students, as well as their role in improving socialization. In addition, time management through games, the effects of dopamine, and the use of games as psychological support are analyzed. The purpose of the article is to develop effective strategies based on neuropedagogical approaches to reduce the negative effects of excessive gambling addiction in students. 

 

 

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INTERNATIONAL JOURNAL OF ARTIFICIAL INTELLIGENCE

ISSN: 2692-5206, Impact Factor: 12,23

American Academic publishers, volume 05, issue 05,2025

Journal:

https://www.academicpublishers.org/journals/index.php/ijai

page 2460

THEORY OF NEUROPEDAGOGICAL ANALYSIS OF STUDENTS'

LUDHAMANIC BEHAVIOR

Abdirimova Shokhsanam Hudayberganovna

Urgench State Pedagogical Institute

Teacher of the Department of Pedagogy

Shoxsanam6563gmail.com

Annotation.

This scientific article examines the influence of computer games on students'

gaming behavior and ways to correct it using neuropedagogic correction methods. The article

examines the educational potential of computer games, their role in the development of

cognitive skills of students, as well as their role in improving socialization. In addition, time

management through games, the effects of dopamine, and the use of games as psychological

support are analyzed. The purpose of the article is to develop effective strategies based on

neuropedagogical approaches to reduce the negative effects of excessive gambling addiction in

students.

Keywords:

ludomania, computer games, neuropedagogic correction, cognitive development,

time management, dopamine, psychological support, students.

Introduction.In countries all over the world, since the 60s of the XX century, new

discoveries and inventions have been made in pedagogical science, as well as in all fields.

Because after the Second World War, humanity in the world began to focus on education and

upbringing in order to preserve peace and a comfortable life, therefore, scientific research has

been established in pedagogical science to solve the most complex problems of education and

upbringing, and to quickly and easily assimilate knowledge. In such scientific research,

educational scientists have begun to use research discoveries that are being made in all

disciplines. Thus, since the 60s of the last century, the foundations of neuropedagogy, which is

an integral part of pedagogy, have been formed, and by the 90s this academic discipline began

to be studied as an independent discipline of general pedagogy and offered for the education

system [1].

In neuropedagogy, special attention is paid to the following personality traits:

1) his gene;

2) age;

3) gender

Ludomania is a state of excessive interest in computer games and excessive spending of

time on them. Such behavior can have negative consequences for a person's life, including

negative psychological and social consequences. On the other hand, neuropedagogical

correction is carried out using neuropedagogical methods in order to improve the behavior,

learning and development of students. Literature review:Neuropedagogy is the intersection of

neurobiology, psychology, and pedagogy, studying student development, emotional state, and

motivation to learn (Tokuhama-Espinosa, 2011). In children suffering from ludomania,

activation of the dopamine system, decreased activity of the prefrontal cortex, and impaired

impulse control are observed (Weinstein, 2017) [2].


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INTERNATIONAL JOURNAL OF ARTIFICIAL INTELLIGENCE

ISSN: 2692-5206, Impact Factor: 12,23

American Academic publishers, volume 05, issue 05,2025

Journal:

https://www.academicpublishers.org/journals/index.php/ijai

page 2461

Although Uzbek researchers have not yet conducted sufficient scientific research in this

field, foreign sources have extensive experience in this field. For example, Russian scientists

(Klimov, Leontiev, Smirnov) have developed a methodology for pedagogical control of

changes in the child's psyche. At the same time, technological tools for the neuropsychological

diagnosis of gambling addiction are widely used in the USA and European countries.

Content.There are several basic approaches to building a system of neuropedagogic correction

of ludomaniac behavior using computer games:

1. Educational influence through games:

computer games can be an effective tool in

learning and development. Certain games (for example, logic games, strategy games) can

develop students' skills such as concentration, problem solving, and time planning. In the

neuropedagogical approach , games are used as an effective means of teaching students in an

easy and useful way.

2. The effects of dopamine and gaming:

Computer games often release dopamine (a

hormone of joy and motivation) into humans. In the case of ludomania, there is excessive

pleasure from playing and attachment to games due to the secretion of dopamine. In the

neuropedagogic correction system, this dopamine secretion can be controlled by choosing the

right games and limiting the games to a certain time. For example, using only positive emotions

through games, teaching students how to spend their time rationally.

3. Time management in games: it is important to teach students how to manage

their time effectively.

With the neuropedagogic approach, games and their duration are

carefully planned. This helps students learn how to manage time and maintain balance. For

example, certain time limits may be set for games, and exercises and games may be used to

help you learn them.

4. Cognitive and behavioral improvements:

Computer games as part of a

neuropedagogic correction system can be used to improve cognitive skills (logical thinking,

concentration, problem solving) and student behavior. Through games, students find ways to

achieve their goals, and this helps them prepare for success in life.

5. Using games for communication and collaboration:

Some computer games

encourage students to collaborate and perform teamwork. In the neuropedagogic correction

system, students can be taught teamwork, interaction, and problem solving skills through these

games. Psychological help: When overcoming psychological problems related to ludomania, it

is also important to provide psychological help to students.

Computer games can be used for therapeutic purposes such as psychotherapy or stress

reduction games. Through games, students can learn to control their emotions and reduce stress.

Educational value of computer games: Computer games can be an effective tool in developing

cognitive skills in students, especially logical thinking, concentration and problem solving.

Through games, students can develop logical thinking, learn how to manage time, and reduce

stress levels. Ludomania and dopamine effects: dopamine secretion can increase significantly

during play, leading to increased student interest in games.

With a neuropedagogic approach, this effect can be dealt with by limiting the duration

of games and choosing useful games. A Using games as psychological support: Games can be

used as a psychological support tool, for example, to reduce stress and improve emotional well-

being. Various games are used as part of play therapy to stimulate students with positive

emotions and manage negative emotions. Through a system of neuropedagogical correction of

ludomanic behavior using computer games, it is possible to achieve the development of

cognitive and behavioral skills in students.


background image

INTERNATIONAL JOURNAL OF ARTIFICIAL INTELLIGENCE

ISSN: 2692-5206, Impact Factor: 12,23

American Academic publishers, volume 05, issue 05,2025

Journal:

https://www.academicpublishers.org/journals/index.php/ijai

page 2462

Through neuropedagogic approaches, games can be used to train positive emotions and

useful skills, reducing the negative effects of intermittent play. This process leads to effective

results, especially in the development of time management, stress reduction and socialization of

students [3].

Results: The table shows indicators showing the effectiveness of assessing the impact of

games on students and neuropedagogical approaches. Reliability of the results obtained:

Reduction of time spent on games: due to neuropedagogical approaches and limitation of time

spent on games, a significant reduction in the time spent by students on Games was achieved.

This helped students focus on other activities and spend their time efficiently. E Concentration

and cognitive development: Students have significantly improved their concentration and

logical thinking skills. These games focused on developing students' logical and strategic

thinking. A reduction in stress levels: Students have reduced stress levels caused by excessive

interest in games and playing them for a long time. The neuropedagogic approach helped to

reduce stress and teach students how to calm down. Socialization and collaboration:

Computer games encouraged students to communicate and collaborate. Student

interaction and group work skills have improved significantly. Reduction of ludomanic

behavior: the level of ludomanic behavior among students has decreased significantly. This led

to excessive time and decreased interest in games. Improving time management skills: Students

have developed effective time management skills. Learning how to spend time wisely through

games had a positive impact on their daily lives.[4]

Conclusion. Due to neuropedagogic correction, the influence of computer games on the

ludomanic behavior of students has decreased. Students have significantly improved their

concentration, time management, and socialization skills. At the same time, interest in games

and stress levels decreased, which improved the overall well-being of the students.

Through a system of neuropedagogical correction of ludomanic behavior using

computer games, it is possible to achieve the development of cognitive and behavioral skills in

students. Through neuropedagogic approaches, games can be used to train positive emotions

and useful skills, reducing the negative effects of gaming from time to time. This process leads

to effective results, especially in the development of time management, stress reduction and

socialization of students. Of course, below I will provide a table that analyzes the results of

neuropedagogical correction of ludomanic behavior using computer games. The table contains

indicators to assess the impact of games on students and to show the effectiveness of

neuropedagogical approaches.

REFERENCES:

1.

Lurie, E., & Nobre, A. C. (2020).

“Neuroeducation: A Review of the Field and Its

Educational Applications.” This paper provides an overview of how neuroscience can be

applied to education and examines the relationship between brain science and educational

practices. It highlights key concepts in neuropedagogy. Source: Frontiers in Psychology Link to

paper

2.

Jensen, E. (2005).

”Teaching with the Brain in Mind.”A foundational work in

neuroeducation, this book explores how brain research can inform teaching practices, providing

strategies to enhance student engagement and learning.Publisher: ASCD (Association for

Supervision and Curriculum Development) ISBN-13: 978-1416600142

3.

Tokuhama-Espinosa, T. (2010).

“Mind, Brain, and Education Science: A

Comprehensive Guide to the New Brain-Based Teaching.” This book explores the relationship


background image

INTERNATIONAL JOURNAL OF ARTIFICIAL INTELLIGENCE

ISSN: 2692-5206, Impact Factor: 12,23

American Academic publishers, volume 05, issue 05,2025

Journal:

https://www.academicpublishers.org/journals/index.php/ijai

page 2463

between brain research and learning, with an emphasis on practical applications for teaching,

including how to engage students with different cognitive and emotional needs. Publisher: W.W.

Norton & Company ISBN-13: 978-0393706916

4.

Sousa, D. A. (2017).

“How the Brain Learns.” Sousa’s work is a critical resource for

understanding how the brain processes learning, memory, and emotion, with a focus on

applying neuroscience findings to classroom settings.Publisher: Corwin ISBN-13: 978-

1506358016

References

Lurie, E., & Nobre, A. C. (2020). “Neuroeducation: A Review of the Field and Its Educational Applications.” This paper provides an overview of how neuroscience can be applied to education and examines the relationship between brain science and educational practices. It highlights key concepts in neuropedagogy. Source: Frontiers in Psychology Link to paper

Jensen, E. (2005).”Teaching with the Brain in Mind.”A foundational work in neuroeducation, this book explores how brain research can inform teaching practices, providing strategies to enhance student engagement and learning.Publisher: ASCD (Association for Supervision and Curriculum Development) ISBN-13: 978-1416600142

Tokuhama-Espinosa, T. (2010). “Mind, Brain, and Education Science: A Comprehensive Guide to the New Brain-Based Teaching.” This book explores the relationship between brain research and learning, with an emphasis on practical applications for teaching, including how to engage students with different cognitive and emotional needs. Publisher: W.W. Norton & Company ISBN-13: 978-0393706916

Sousa, D. A. (2017). “How the Brain Learns.” Sousa’s work is a critical resource for understanding how the brain processes learning, memory, and emotion, with a focus on applying neuroscience findings to classroom settings.Publisher: Corwin ISBN-13: 978-1506358016