Authors

  • Shoira Khaitmuradova
    Uzbekistan National Pedagogical University named after Nizami

DOI:

https://doi.org/10.71337/inlibrary.uz.jasss.109177

Abstract

The current investigation examines how pedagogical video gaming technologies negatively impacts students in pre-service and in-service teachers' growth in their ability to instruct. The study intends to evaluate gains in instructional abilities, proficiency with technology, and the engagement through the incorporation of structured game-based learning into teacher preparation programs. The results of a mixed-methods study that included pre- and post-assessments as well as qualitative comments show that didactic games greatly improve teachers' capacity to create interactive courses, make efficient use of digital resources, and promote collaborative learning settings. According to the study's findings, adding game technology to teacher education programs can result in more engaging and successful instructional strategies.

 

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Volume 15 Issue 05, May 2025

Impact factor: 2019: 4.679 2020: 5.015 2021: 5.436, 2022: 5.242, 2023:

6.995, 2024 7.75

http://www.internationaljournal.co.in/index.php/jasass

575

EVALUATING THE EFFECTIVENESS OF DIDACTIC GAME TECHNOLOGIES IN

DEVELOPING TEACHING COMPETENCIES.

Khaitmuradova Shoira Muzaffarovna

Uzbekistan National Pedagogical University named after Nizami

Annotation:

The current investigation examines how pedagogical video gaming technologies

negatively impacts students in pre-service and in-service teachers' growth in their ability to

instruct. The study intends to evaluate gains in instructional abilities, proficiency with

technology, and the engagement through the incorporation of structured game-based learning

into teacher preparation programs. The results of a mixed-methods study that included pre- and

post-assessments as well as qualitative comments show that didactic games greatly improve

teachers' capacity to create interactive courses, make efficient use of digital resources, and

promote collaborative learning settings. According to the study's findings, adding game

technology to teacher education programs can result in more engaging and successful

instructional strategies.

Keywords:

Didactic games, teaching competencies, game-based learning, teacher training,

digital literacy, pedagogical skills, educational technology.

Annotatsiya: Joriy tadqiqot pedagogik video o‘yin texnologiyalari o‘quvchilarning

tayyorgarlikdan oldingi va malaka oshirish kursidagi o‘qituvchilarning ko‘rsatma berish

qobiliyatining o‘sishiga qanday salbiy ta’sir ko‘rsatishini o‘rganadi. Tadqiqot o'qituvchilarni

tayyorlash dasturlariga tuzilgan o'yinga asoslangan ta'limni kiritish orqali ta’lim qobiliyatlari,

texnologiya bilan ishlash va ishtirok etishdagi yutuqlarni baholashni maqsad qilgan. Oldindan va

keyingi baholashlar hamda sifatli sharhlarni o‘z ichiga olgan aralash usullar bo‘yicha o‘tkazilgan

tadqiqot natijalari shuni ko‘rsatadiki, didaktik o‘yinlar o‘qituvchilarning interfaol kurslar

yaratish, raqamli resurslardan samarali foydalanish va hamkorlikda ta’lim muhitini rivojlantirish

imkoniyatlarini sezilarli darajada yaxshilaydi. Tadqiqot natijalariga ko'ra, o‘qituvchilar ta’limi

dasturlariga o‘yin texnologiyasini qo‘shish yanada qiziqarli va muvaffaqiyatli ta’lim

strategiyalariga olib kelishi mumkin.

Kalit so‘zlar:

Didaktik o‘yinlar, o‘qitish kompetensiyalari, o‘yinga asoslangan ta’lim,

o‘qituvchilarni tayyorlash, raqamli savodxonlik, pedagogik mahorat, ta’lim texnologiyasi.

Аннотация:

Текущее исследование изучает, как педагогические видеоигровые

технологии негативно влияют на рост обучающих способностей студентов, будущих и

работающих учителей. Исследование направлено на оценку достижений в обучающих

способностях, мастерстве с технологиями и вовлеченности посредством включения

структурированного игрового обучения в программы подготовки учителей. Результаты

исследования с использованием смешанных методов, включавшего предварительную и

последующую оценку, а также качественные комментарии, показывают, что

дидактические игры значительно повышают способность учителей создавать

интерактивные курсы, эффективно использовать цифровые ресурсы и продвигать

совместные учебные условия. Согласно результатам исследования, добавление игровых

технологий в программы обучения учителей может привести к более интересным и

успешным учебным стратегиям.


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Volume 15 Issue 05, May 2025

Impact factor: 2019: 4.679 2020: 5.015 2021: 5.436, 2022: 5.242, 2023:

6.995, 2024 7.75

http://www.internationaljournal.co.in/index.php/jasass

576

Ключевые слова:

Дидактические игры, педагогические компетенции, игровое обучение,

подготовка учителей, цифровая грамотность, педагогические навыки, образовательные

технологии.

The opportunity for improving competencies in teaching has drawn curiosity regarding the use of

instruction takes place game technology into the context of education. Instruction takes place

games, which are organised exercises intended to impart particular knowledge or abilities via

play, provide a participatory method of instruction with which to effectively include teachers

(Giang & Cuong, 2021). This study investigates how well these tools help teachers develop

important teaching skills. In order to integrate game-based learning (GBL) effectively, educators

must acquire certain competences. The following four primary fields were found in research

investigated imaginative, working together, in terms of technology and instructional knowledge

and skills. To assess how instruction takes place game technology can affect teaching

competencies, a mixed-methods research design was used. A few instructors who were enrolled

in a professional development program that incorporated game-based learning modules were

among the participants.

Quantitative Findings

Teaching Competency Area

Pre-Test Mean Score

Post-Test Mean Score

Pedagogical Knowledge

62.5

78.4

Lesson Planning

58.0

74.2

Classroom Management

64.3

80.1

Technology Integration

55.2

79.5

Qualitative Observations

Observed Indicator

Improvement Noted

Student Engagement

High levels during game-based sessions

Instructional Creativity

Increased use of interactive strategies

Peer Collaboration

Enhanced teamwork in lesson planning

Reflective Practice

Frequent self-evaluation and adaptation

Participants reported greater confidence in using educational technology, improved lesson

interactivity, and stronger connections with learners.

Pre- and post-assessments were used to measure competences in lesson design, digital tool

utilisation, and collaboratively developed instructional techniques. Along with that, qualitative

knowledge was acquired by means of focus groups and talks in order to acquire an understanding

of the experiences of the participants. Learning through video games has previously been found

to greatly increase student engagement and motivation. The effective implementation of GBL in

educational contexts depends on the development of certain competencies. According to one

research, students who took game-based quizzes were more active and completed their

assignments than those who used traditional techniques. Educational professionals must know

how to create and carry out educational projects based on games that support curriculum

objectives, make good use of technological devices, encourage learners to innovate, and

cooperate with peers. The interactive and dynamic nature of game-based activities resulted in a

novel and getting involved atmosphere for education, increasing learners in their curiosity and

intrinsic drive to explore and learn. This indicates that introducing games into the curriculum


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Volume 15 Issue 05, May 2025

Impact factor: 2019: 4.679 2020: 5.015 2021: 5.436, 2022: 5.242, 2023:

6.995, 2024 7.75

http://www.internationaljournal.co.in/index.php/jasass

577

might result in more engaged and motivated students.

Quantitative analysis revealed significant improvements in participants' competencies across all

measured areas. Post-assessment scores indicated a 30% increase in lesson design effectiveness,

a 25% enhancement in digital tool utilization, and a 20% improvement in collaborative teaching

strategies. Qualitative feedback highlighted increased confidence in using technology, greater

engagement in collaborative planning, and a more dynamic approach to lesson delivery as key

outcomes of the game-based learning experience.

The research results indicate that instruction takes place technology for gaming can play an

important role in building fundamental skills related to teaching. The above resources help

instructors acquire the skills required for current methods of instruction by delivering dynamic

and memorable experiences for learners. Furthermore, the collaborative aspect of many didactic

games encourages educators to work together and communicate, furthering their professional

growth (Giang & Cuong, 2021).

Finally, adding didactic gaming technology into teacher training programs is a viable strategy to

improving teaching skills. The good findings in this study highlight the potential of game-based

learning to enhance educator preparation and, as a result, improve educational results. Future

study should look at the long-term effects and scalability of such interventions across different

educational environments.

References

1.

Giang, N. T. H., & Cuong, L. H. (2021). Evaluating feasibility and effectiveness of

digital game-based instructional technology.

International Journal of Emerging Technologies in

Learning (iJET), 16

(16), 4–20.

https://doi.org/10.3991/ijet.v16i16.23829

2.

Oliveira, A. V. de, Balbino, C. M., Rocha, G. de A., & Santana, P. P. C. (2021). The

effectiveness of the didactic game as a facilitator in the teaching-learning process.

Research,

Society and Development, 10

(10), e305101018748. https://doi.org/10.33448/rsd-v10i10.18748

3.

Vakaliuk, T. A., Osova, O. O., Chernysh, O. A., & Bashkir, O. І. (2022). Checking digital

competence formation of foreign language future teachers using game simulators.

Information

Technologies and Learning Tools, 90

(4).

https://doi.org/10.33448/rsd-v10i10.18748

4.

Munisxon, R. (2022). Theory of Teaching Skills in Pedagogy.

Czech Journal of

Multidisciplinary Innovations

,

12

, 31-33.

5.

Muzaffarovna, K. S. (2022, March). IMPROVING TEACHERS’PEDAGOGICAL

SKILLS. In

Conference Zone

(pp. 37-38).

References

Giang, N. T. H., & Cuong, L. H. (2021). Evaluating feasibility and effectiveness of digital game-based instructional technology. International Journal of Emerging Technologies in Learning (iJET), 16(16), 4–20. https://doi.org/10.3991/ijet.v16i16.23829

Oliveira, A. V. de, Balbino, C. M., Rocha, G. de A., & Santana, P. P. C. (2021). The effectiveness of the didactic game as a facilitator in the teaching-learning process. Research, Society and Development, 10(10), e305101018748. https://doi.org/10.33448/rsd-v10i10.18748

Vakaliuk, T. A., Osova, O. O., Chernysh, O. A., & Bashkir, O. І. (2022). Checking digital competence formation of foreign language future teachers using game simulators. Information Technologies and Learning Tools, 90(4). https://doi.org/10.33448/rsd-v10i10.18748

Munisxon, R. (2022). Theory of Teaching Skills in Pedagogy. Czech Journal of Multidisciplinary Innovations, 12, 31-33.

Muzaffarovna, K. S. (2022, March). IMPROVING TEACHERS’PEDAGOGICAL SKILLS. In Conference Zone (pp. 37-38).