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917
METHODOLOGY OF USING STORY-BASED GAMES IN INCREASING THE
EFFICIENCY OF PHYSICAL EDUCATION IN ELEMENTARY SCHOOL.
Shoimqulov Xayrullo Djo‘raniyozovich
Teacher, Termez state pedagogy institute
Abstract:
This article analyzes the role of action games with a plot in the development of
physical abilities of primary school students and their pedagogical potential. The author justifies
the need to integrate scenario games as an innovative approach to physical education classes and
reveals their role in the formation of physical qualities such as dexterity, agility, speed, balance
in children. The article presents methodological recommendations on the content, structure,
methods of organization and assessment criteria of games. It also covers the practical and
theoretical foundations of improving the physical education system based on plot games. The
results of the study show that this approach significantly increases the level of physical
development of primary school students.
Keywords:
Primary school students, physical abilities, plot-based action games, physical
education, pedagogical system, health promotion, action game technologies, methodology,
innovative approach.
Introduction:
In the 21st century education system in front of standing important from tasks one
is healthy and physically fit mature generation Childhood
during the period, especially
elementary class stage, students physical and psychological development the most active passing
period Therefore, this
aged children with take to go physical upbringing training their
healthy marriage in style relatively was their views in shaping, movement skills in development
and social activities in increasing important place At school
traditional physical upbringing
training often one from diversity consists of children
interest level reduces them to take
active action not, maybe assignment to perform This is
own in turn students physical of
abilities full-fledged to develop obstacle This view
from the point of view than, initial class
students with at work modern and pedagogical point of view from the point of view effective
from approaches one this with a plot mobile from games is to use.
With a plot mobile games are children's physical activity increasing, one of time in itself their
thinking, imagination, social communication and emotional mind developer tool become service
does. This games through which the child himself certain by introducing a character ( e.g., hero,
explorer, detective, commander, etc. ) and performing actions to the process interest with This
is their active participation provides the div to move brings about coordination of movement
also improves speed, agility, endurance, strength
such as main physical adjectives to
develop service World pedagogical also plot-based in practice of games positive aspects wide
confession For example, Finland, Japan, Canada developed of countries elementary in schools
physical upbringing in training theater elements, role games, adventure assignments based on
organization done actions active This approach is used in children not only physical maybe
Volume 15 Issue 06, June 2025
Impact factor: 2019: 4.679 2020: 5.015 2021: 5.436, 2022: 5.242, 2023:
6.995, 2024 7.75
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918
intellectual, social and moral balanced in terms of development to provide service does.
Uzbekistan of the Republic of Kazakhstan until 2030 Education in the field healthy in strategy
generation upbringing, at school healthy life style forming, moving activities multiplication and
students active participant as attraction to grow important task as This is defined as education in
the process innovative approaches, in particular with a plot mobile games system current to do
necessity strengthens. With this together, available education in practice with a plot from games
effective use a single methodology for system still complete unformed. Games content,
directions, evaluation criteria, students age and physiological to the characteristics suitability of
teachers preparation level such as issues still complete scientific based not. This is exactly it.
need of the article relevance defines. This in the article elementary class of students physical
abilities scripted mobile games through upbringing system to improve aimed at methodological,
practical and conceptual approaches It is also games based on working issued of the system
efficiency analysis will be done and him/her to practice current to grow according to
recommendations is given.
Research Methodology:
This of the research methodological basis as elementary class of
students physical abilities scripted mobile games through formation and this activity systematic
basically improvement task Research during this of the process scientific-theoretical basics,
practical directions and pedagogical opportunities deep analysis The research was conducted
purpose — initial class students with take to go physical upbringing in training with a plot
mobile from games use through their physical adjectives to develop service doer effective the
system working from output and improvement consists of. The research
object
as elementary
class students with take to go physical upbringing process was selected. As part of this process
students to age typical physical and psychological characteristics, their to move was need,
motivation and lesson in the process activity attention received.
The research subject — physical upbringing in training with a plot mobile from games use
through students physical abilities of formation methodical opportunities and impact is its
effectiveness.
Research following tasks solution to do directed :
— with plot mobile of games pedagogical characteristics and scientific the basics determination ;
— initial class of students physical development level detection and analysis to do ;
— with a plot mobile games based on lesson their training organization to grow methodology
working exit ;
— working issued methodology practical efficiency experiment based on to determine ;
— develop scientific and methodological recommendations based on the experience learned.
Volume 15 Issue 06, June 2025
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In the study following from methods used :
1.
Theoretical research methods :
there is pedagogical and psychological literature
analysis to do, advanced experiments study, normative documents and programs analysis to do
through scientific basis created.
2.
Empirical research methods :
questionnaire, interview, observation, experiment
through trainings ) initial and final situations studied.
3.
Statistical methods :
experiment took and next the results comparison, analysis in doing
mathematician - statistician from tools used. Students physical development indicators
graphic and diagrams based on generalized.
The research was carried out in the following stages :
Preparatory stage:
literature on the topic was analyzed, problems were identified, and
conceptual frameworks were developed. The study problem according to initial hypotheses
previously pushed.
Experiment-test stage :
class under the circumstances scripted mobile from games used
training was held. The students in class participation, activity, level of activity, physical
development indicators observed.
Results analysis to do and to generalize stage :
experiment results mathematical-
statistical in terms of analysis was done, taken results based on scientific conclusions and
methodology recommendations working It was released.
Analysis and results
Research during elementary class students into 2 groups divided :
experience group
( with plot)
mobile games based on training conducted ) and
control group
( traditional physical upbringing
trainings ). Both of the group physical abilities research at the beginning and from it then
measured. The following in the table their average results presented done.
Physical
indicators
Group
Experience at the
beginning
Experience
at
the end
Change
( difference )
Speed ( meters /
second )
Experience
group
6.5
7.8
+1.3
Control group 6.4
6.7
+0.3
Agility ( seconds ) Experience
group
9.2
7.6
-1.6
Control group 9.3
8.9
-0.4
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920
Physical
indicators
Group
Experience at the
beginning
Experience
at
the end
Change
( difference )
Endurance
( minutes )
Experience
group
12.0
14.3
+2.3
Control group 12.1
12.7
+0.6
Results analysis :
Speed
according to experience group students training at the end noticeable improvement
(+1.3 meters / second ), which control to the group relatively much high ( only +0.3). This with a
plot mobile of games
of the students movement speed in development effective that
shows.
Agility
in the indicator also experience group difference significant ( -1.6 seconds ), i.e.
games
as a result students
more
agile to be
reached. Control group and only
small improvement showed (-0.4 seconds ).
Endurance
indicators according to also experience group much growth showed (+2.3
minutes ), which games using students general physical endurance level increased indicates.
Conclusion and suggestions
This research during elementary class of students physical abilities
in development with a plot mobile of games efficiency studied. Experiment results this showed
that the scenario based on organization done mobile games physical upbringing process further
fun, interactive and effective does. Games children's speed, agility and endurance such as main
physical adjectives noticeable at the level to increase service does
.
Experience group in students
indicators clear growth scripted games system physical upbringing to training integration to do
pedagogical and practical importance confirms. Also, such games students physical activity
increase with together, their social and emotional to develop also positive impact shows.
Research within following offers working output :
1.
Start drinking. class physical upbringing in their classes with a plot mobile from games
regular use organization to be
2.
Readers
for with a plot games
methodology mastery
according to
special courses and seminars organization to be
3.
Study
to programs innovative mobile games
elements input and them regular
improving to go
4.
Parents
and school the public children's physical activity in progress of games
importance about aware to do
5.
In the future topic according to
wide extensive
research transfer, this
including various young and social in groups mobile of games efficiency compare
Volume 15 Issue 06, June 2025
Impact factor: 2019: 4.679 2020: 5.015 2021: 5.436, 2022: 5.242, 2023:
6.995, 2024 7.75
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921
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