GAMIFICATION IN ENGLISH LANGUAGE TEACHING. MODERN APPROACHES AND BENEFITS

Annotasiya

In recent years, gamification has emerged as a powerful and innovative approach to enhancing language education. Particularly in English language teaching (ELT), gamification strategies have proven effective in increasing student engagement, motivation, and overall learning outcomes. This paper explores the concept of gamification, its essential elements, and the ways it can be successfully integrated into English language instruction. Through the use of digital platforms, interactive classroom activities, and personalized learning experiences, gamification transforms traditional learning into a more dynamic and student-centered process. While the benefits of gamification are numerous—such as boosting intrinsic motivation and fostering collaboration—there are also challenges and limitations that must be acknowledged, including potential over-reliance on competitive elements and technological accessibility issues. This study analyzes both the advantages and drawbacks of gamification, offering a balanced perspective supported by recent research and practical examples. Ultimately, the paper argues that when thoughtfully implemented, gamification serves as an effective tool to enrich English language learning, making the process more enjoyable, memorable, and impactful for students of diverse backgrounds and proficiency levels.

Manba turi: Konferentsiyalar
Yildan beri qamrab olingan yillar 2022
inLibrary
Google Scholar
Chiqarish:
70-76
38

Кўчирилди

Кўчирилганлиги хақида маълумот йук.
Ulashish
Ranokhon, & Muyassar. (2025). GAMIFICATION IN ENGLISH LANGUAGE TEACHING. MODERN APPROACHES AND BENEFITS. Общественные науки в современном мире: теоретические и практические исследования, 4(9), 70–76. Retrieved from https://inlibrary.uz/index.php/zdif/article/view/84025
Crossref
Сrossref
Scopus
Scopus

Annotasiya

In recent years, gamification has emerged as a powerful and innovative approach to enhancing language education. Particularly in English language teaching (ELT), gamification strategies have proven effective in increasing student engagement, motivation, and overall learning outcomes. This paper explores the concept of gamification, its essential elements, and the ways it can be successfully integrated into English language instruction. Through the use of digital platforms, interactive classroom activities, and personalized learning experiences, gamification transforms traditional learning into a more dynamic and student-centered process. While the benefits of gamification are numerous—such as boosting intrinsic motivation and fostering collaboration—there are also challenges and limitations that must be acknowledged, including potential over-reliance on competitive elements and technological accessibility issues. This study analyzes both the advantages and drawbacks of gamification, offering a balanced perspective supported by recent research and practical examples. Ultimately, the paper argues that when thoughtfully implemented, gamification serves as an effective tool to enrich English language learning, making the process more enjoyable, memorable, and impactful for students of diverse backgrounds and proficiency levels.


background image

70

GAMIFICATION IN ENGLISH LANGUAGE TEACHING. MODERN APPROACHES

AND BENEFITS

Chirchik State Pedagogical University

Student:

Ranokhon Shermamatova Dilshod qizi

Teacher:

Akhmedova Muyassar

https://doi.org/10.5281/zenodo.15321507

Annotation:

In recent years, gamification has emerged as a powerful and innovative

approach to enhancing language education. Particularly in English language teaching (ELT),
gamification strategies have proven effective in increasing student engagement, motivation,
and overall learning outcomes. This paper explores the concept of gamification, its essential
elements, and the ways it can be successfully integrated into English language instruction.
Through the use of digital platforms, interactive classroom activities, and personalized
learning experiences, gamification transforms traditional learning into a more dynamic and
student-centered process. While the benefits of gamification are numerous—such as boosting
intrinsic motivation and fostering collaboration—there are also challenges and limitations
that must be acknowledged, including potential over-reliance on competitive elements and
technological accessibility issues. This study analyzes both the advantages and drawbacks of
gamification, offering a balanced perspective supported by recent research and practical
examples. Ultimately, the paper argues that when thoughtfully implemented, gamification
serves as an effective tool to enrich English language learning, making the process more
enjoyable, memorable, and impactful for students of diverse backgrounds and proficiency
levels.

Keywords:

Gamification, English Language Teaching, Student Engagement, Motivation,

Educational Technology, Interactive Learning, Language Acquisition

The integration of gamification into educational settings has been widely acknowledged

as a transformative innovation, particularly within the field of English language teaching
(ELT). In an age where digital technology and interactive media dominate daily life, traditional
methods of language instruction often struggle to capture and sustain student attention.
Consequently, educators have increasingly turned to gamification as a strategy to bridge this
gap, leveraging game-like elements to foster a more engaging, motivating, and effective
learning environment.

Gamification, in its essence, involves the application of game design principles—such as

point scoring, competition, and reward systems—to non-game contexts, aiming to drive user
engagement and participation. In ELT, gamification seeks not only to make the learning
process more enjoyable but also to enhance the development of essential language skills
through active involvement and personalized learning paths.Despite its growing popularity,
the application of gamification in English language teaching is not without challenges. Critics
argue that an excessive focus on entertainment may detract from academic rigor, while
technological disparities can create accessibility issues for some learners. Nevertheless, when
applied thoughtfully, gamification holds significant promise in transforming language
education.

This paper explores the key components of gamification, examines its specific

applications in English language instruction, discusses its benefits and limitations, and
provides practical examples and research insights. The aim is to offer a balanced and


background image

71

comprehensive understanding of how gamification can be strategically utilized to enhance the
teaching and learning of English in contemporary educational contexts.

Key Elements of Gamification in Language Learning

Gamification incorporates various elements that are strategically designed to stimulate

engagement and sustain learners’ interest. Among the most common features are point
systems, badges, leaderboards, levels, and rewards. Each of these components plays a vital
role in motivating students by providing immediate feedback and a clear sense of
progression.Points are typically awarded for completing tasks or demonstrating proficiency in
specific language skills. These points create a tangible measure of achievement that
encourages continuous effort. Badges serve as visual representations of accomplishments,
offering learners a sense of pride and recognition for their milestones. Leaderboards
introduce a competitive dynamic by ranking participants based on their performance, thus
fostering both individual and group motivation. Meanwhile, the use of levels signifies
advancement through increasingly challenging content, aligning with the concept of
scaffolding in language education. Rewards, whether tangible or virtual, further reinforce
positive behavior and dedication to learning.

Another important aspect of gamification is the incorporation of challenges and quests.

Instead of traditional assignments, students are often presented with missions or adventures
that require them to apply their language skills creatively. These scenarios enhance critical
thinking and problem-solving abilities while keeping learners emotionally invested in the
learning process.

Narrative elements, such as storytelling frameworks, also contribute significantly to the

gamified experience. By situating language tasks within engaging contexts or plots, educators
can create immersive learning environments where students feel more connected to the
material. Together, these elements transform conventional language instruction into an
interactive and rewarding journey that aligns with the cognitive and emotional needs of
modern learners.

Application of Gamification in English Language Teaching

The application of gamification in English language teaching (ELT) has evolved

significantly with advancements in technology and pedagogical theory. Educators employ
gamification strategies in both traditional classrooms and online learning environments to
enhance language acquisition and student participation.

One of the most prevalent methods is the integration of digital platforms that are

specifically designed for language learning. Applications such as Duolingo, Quizlet, and
Kahoot! incorporate gamified elements like point scoring, time-based challenges, and
interactive quizzes to create a competitive yet supportive environment. These platforms
enable learners to practice vocabulary, grammar, and reading comprehension through
repeated exposure and active engagement, which is crucial for language retention.In the
physical classroom, teachers often design activities that incorporate gamified structures
without the need for advanced technology. For example, vocabulary bingo, role-playing
games, scavenger hunts, and team competitions serve as effective tools to promote
collaboration and reinforce linguistic concepts. Group projects structured as quests or
missions motivate students to work together, communicate in English, and solve problems
creatively.


background image

72

Moreover, the use of achievement systems, such as awarding badges for milestones like

"Best Pronunciation" or "Grammar Master," personalizes learning and recognizes individual
strengths. Customizable game mechanics allow educators to adapt gamified lessons to meet
the specific needs and proficiency levels of their students, ensuring inclusivity and effective
learning outcomes. Another notable application is the implementation of narrative-driven
learning experiences. By embedding English exercises within stories or thematic adventures,
educators can create emotionally engaging contexts that make language practice more
meaningful and memorable. Storylines involving mystery solving, international travel, or
fantasy adventures encourage students to use English actively in a purposeful manner.

Ultimately, the strategic application of gamification in ELT not only makes the learning

process more enjoyable but also strengthens critical language skills through increased
practice, motivation, and positive reinforcement.

Benefits of Gamification in English Language Teaching

The incorporation of gamification into English language teaching brings numerous

benefits that significantly enhance both the learning experience and educational outcomes.
These advantages span cognitive, emotional, and social dimensions, making gamification a
highly effective approach for diverse groups of learners.

First and foremost, gamification boosts intrinsic motivation. By creating an environment

where learning is associated with immediate rewards and a sense of achievement, students
are more likely to engage with the material out of genuine interest rather than external
pressure. The structured progression through levels or stages provides learners with clear
goals and a sense of accomplishment as they advance, reinforcing positive learning behaviors.

Gamification also increases active participation. Unlike traditional passive learning

methods, gamified activities require learners to interact, make decisions, and apply their
language skills in dynamic contexts. This heightened level of engagement enhances memory
retention, as students are more likely to remember information that they have actively used in
a meaningful way.

Furthermore, gamification fosters collaborative learning. Many gamified activities are

designed to encourage teamwork, communication, and peer support. Through group-based
challenges and competitive games, learners practice negotiation, explanation, and consensus-
building—all in English—thereby strengthening their communicative competence.

Another significant benefit is the promotion of a safe learning environment. Gamified

settings often allow students to experiment, make mistakes, and learn from them without the
fear of judgment. The playful nature of games reduces anxiety and lowers the affective filter,
which is crucial for language acquisition. Students are more willing to take risks, try new
vocabulary, and experiment with grammar structures when the stakes are perceived as low.

Limitations and Challenges of Gamification in English Language Teaching

While gamification offers numerous advantages in English language teaching, it is not

without its challenges and limitations. A critical understanding of these issues is necessary for
educators to apply gamification effectively and avoid potential pitfalls.

One major concern is the risk of overemphasizing entertainment at the expense of

educational objectives. When games become the primary focus, there is a danger that learners
may prioritize winning points or completing tasks quickly rather than deeply engaging with
the language material. This superficial learning can undermine the development of critical


background image

73

language skills, such as nuanced understanding of grammar or sophisticated writing abilities.

Another limitation is the potential for increased competition to negatively affect

classroom dynamics. Although friendly competition can be motivating for some students, it
can also lead to anxiety, reduced self-esteem, and demotivation among others, particularly
those who struggle with the language or lack confidence. Ensuring that gamified activities
foster collaboration rather than unhealthy rivalry is crucial to maintaining a positive learning
environment.

Technological accessibility also poses a significant challenge. Many gamified tools and

platforms require reliable internet access, up-to-date devices, and a certain level of digital
literacy. In resource-limited settings, these requirements can exclude students and exacerbate
educational inequalities. Even in technologically equipped classrooms, technical issues can
disrupt lessons and diminish the effectiveness of gamified activities.

Furthermore, gamification demands careful and continuous planning from educators.

Designing meaningful games that align with curricular goals, language proficiency levels, and
learner interests is time-consuming and requires creativity and pedagogical expertise.
Without proper planning, gamified lessons may lack depth, coherence, and alignment with
broader learning outcomes.

Another consideration is the risk of diminishing returns. If gamification is overused,

students may become desensitized to its motivational effects. What initially feels novel and
exciting can eventually become repetitive and less engaging. Therefore, it is essential to
balance gamified activities with other instructional approaches to maintain long-term interest
and effectiveness.

Finally, assessing learning outcomes in gamified environments can be complex.

Traditional evaluation methods may not accurately capture the skills and knowledge
developed through game-based learning, necessitating the development of alternative
assessment strategies that reflect the competencies acquired through gamified experiences.

Recognizing these limitations allows educators to implement gamification more

thoughtfully, designing experiences that maximize its benefits while minimizing its
drawbacks. Effective gamification in English language teaching requires a strategic, learner-
centered approach that remains grounded in pedagogical principles.

Practical Examples and Case Studies

The practical application of gamification in English language teaching has been

documented through various case studies and classroom practices, illustrating its impact on
student engagement and language acquisition.

One notable example is the use of Duolingo, a widely popular language-learning app that

applies gamification principles such as streaks, rewards, and leaderboards. A study conducted
by Vesselinov and Grego (2012) found that users who engaged with Duolingo for a consistent
period demonstrated language gains comparable to a semester of college-level English
classes. The app’s success lies in its ability to create bite-sized, goal-oriented tasks that
promote daily practice without overwhelming learners.

In traditional classroom settings, teachers have creatively adapted gamification

strategies without relying heavily on technology. For instance, an English teacher in a
secondary school in Spain introduced a "language quest" project where students formed
teams and completed missions, such as creating dialogues, solving riddles in English, and


background image

74

preparing presentations on cultural topics. Students earned points and unlocked
"achievement badges" for completing tasks, and the project culminated in a final competition.
Feedback from students indicated heightened motivation, improved teamwork, and a
stronger willingness to speak English spontaneously.

Another successful example involves the use of Kahoot!, a game-based learning platform

that allows teachers to create real-time quizzes. In a university-level English course in South
Korea, instructors integrated weekly Kahoot! quizzes to review vocabulary and grammar
topics. The immediate feedback, fast-paced environment, and competitive spirit kept students
highly engaged. According to post-course surveys, students reported that the quizzes made
them look forward to attending classes and helped them retain new words more effectively.

Additionally, narrative-based gamification has proven highly effective. In a primary

school in Japan, English teachers developed an ongoing classroom story in which students
were adventurers on a quest to save a fictional world. Each English lesson contributed to the
progress of the story, requiring students to use new vocabulary and grammatical structures to
solve puzzles and advance the narrative. Teachers observed increased enthusiasm, greater
speaking confidence, and notable improvements in reading comprehension among
participants.

These examples highlight that successful gamification does not require sophisticated

technology or complex systems. What matters most is the thoughtful integration of game
elements that align with learning objectives, respond to student needs, and create an
emotionally engaging and supportive environment. Whether through mobile applications,
interactive quizzes, or classroom adventures, gamification offers flexible and powerful tools to
make English language learning more meaningful and enjoyable.

Conclusion

Gamification represents a significant advancement in the field of English language

teaching, offering innovative solutions to some of the longstanding challenges associated with
student engagement, motivation, and retention. By incorporating elements such as points,
badges, challenges, narratives, and interactive activities, gamification transforms language
learning from a passive, often monotonous process into an active, dynamic, and highly
personalized experience.

Throughout this paper, we have seen that gamification, when thoughtfully designed and

strategically implemented, fosters not only intrinsic motivation but also encourages
collaboration, critical thinking, and the development of key linguistic competencies. Practical
examples from diverse educational settings demonstrate that gamification can be adapted to
various contexts—whether through digital applications, classroom-based activities, or story-
driven adventures—with consistently positive outcomes. Nevertheless, it is important to
acknowledge the limitations and challenges that come with gamification. Overemphasis on
competition, accessibility issues, and the potential for superficial learning underscore the
need for careful planning and balance. Educators must ensure that gamified elements align
with pedagogical goals and genuinely enhance, rather than detract from, the learning
experience. Ultimately, the future of English language teaching will likely see an increasing
integration of gamification techniques, particularly as technology becomes more accessible
and as educational paradigms continue to shift toward more learner-centered approaches. By
embracing gamification thoughtfully, educators can create more inclusive, motivating, and


background image

75

effective learning environments that not only teach English but also inspire a lifelong love for
language learning.

References:

Используемая литература:

Foydalanilgan adabiyotlar:

1.

Deterding, S., Dixon, D., Khaled, R., & Nacke, L. (2011). From game design elements to

gamefulness: Defining "gamification". Proceedings of the 15th International Academic
MindTrek Conference, 9–15.
2.

Hamari, J., Koivisto, J., & Sarsa, H. (2014). Does gamification work? — A literature review

of empirical studies on gamification. Proceedings of the 47th Hawaii International Conference
on System Sciences (HICSS), 3025–3034.
3.

Vesselinov, R., & Grego, J. (2012). Duolingo effectiveness study. City University of New

York.
4.

Kapp, K. M. (2012). The gamification of learning and instruction: Game-based methods

and strategies for training and education. San Francisco, CA: Pfeiffer.
5.

Werbach, K., & Hunter, D. (2012). For the win: How game thinking can revolutionize

your business. Philadelphia, PA: Wharton Digital Press.
6.

Турсунов

А.

2022

ЧАҚИРУВГА

ҚАДАР

БОШЛАНҒИЧ

ТАЙЁРГАРЛИК

МАШҒУЛОТЛАРИДА ПЕДАГОГИК ВА ИННОВАЦИОН ТЕХНОЛОГИЯЛАРНИ ҚЎЛЛАШ ВА
УЛАРНИНГ ЎЗИГА ХОС ТОМОНЛАРИ Science and innovation, 1(B3), 432- 434
7.

Аbdurasulov J. (2024). HARBIY PEDAGOGIKANING BOSHQA FANLAR BILAN ALOQASI.

Молодые

ученые,

2(6),

48–52.

извлечено

от

https://in-

academy.uz/index.php/yo/article/view/28164

8.

Аbdurasulov J., & Pardabayeva , M. (2024). MUSOBAQADAN OLDIN SPORTCHILARNI

PSIXOLOGIK TAYYORLASH. Евразийский журнал социальных наук, философии и
культуры,

4(6

Part

2),

73–76.

извлечено

от

https://in-

academy.uz/index.php/ejsspc/article/view/34717

9.

Axrorova , M. . (2025). THE ROLE OF SCAFFOLDING IN TEACHING WRITING TO EFL

LEARNERS. Журнал академических исследований нового Узбекистана, 2(4), 164–169.
извлечено от

https://in-academy.uz/index.php/yoitj/article/view/49751

10.

Yo‘ldashova , M. . (2025). STRESS VA UNI BOSHQARISH USULLARI. Журнал

академических исследований нового Узбекистана, 2(4), 170–174. извлечено от

https://in-academy.uz/index.php/yoitj/article/view/49753

11.

Iskandarova , R. . (2025). XOTIRA HAQIDA UMUMIY TUSHUNCHA. Педагогика и

психология в современном мире: теоретические и практические исследования, 4(7),
37–44. извлечено от

https://in-academy.uz/index.php/zdpp/article/view/48684

12.

Jahongirmirzo, A., O’G’Li, O. O. B., & Ro’Ziboyevich, C. I. (2022). BO ‘LAJAK HARBIY

XIZMATCHILARDA PSIXOLOGIK TAYYORGARLIKNING O ‘ZIGA XOS JIHATLARI. Science and
innovation, 1(B3), 817-820
13.

Eshnaev N. J. Specific aspects of scientific research of spiritual and moral problems //

Academic research in educational sciences. - 2021. - Т. 2. - №. Special Issue 1.
14.

Эшнаев Н.Ж. Суицид ва унинг ижтимоий-психологик омиллари. Муғаллим ҳәм

үзликсиз билимлендириў ISSN: 2181-7138 №2/1 2021 й


background image

76

15.

Нортожи Жумаевич Эшнаев. (2021). Маънавий-ахлоқий муаммоларни илмий

тадқиқ этишнинг ўзига хос жиҳатлари. ACADEMIC RESEARCH IN EDUCATIONAL
SCIENCES. Vol.2, no. 2. b. 364-369.
16.

Eshnaev N . Zh ., Maratov T . Ғ ., Mirzarakhimova G . Uzbek milli movie sanati wa

madaniyatida psychoprophylaxis hizmat tisimini zhory etish masalalari //Oriental Art and
Culture. – 2020. – no. III. - S. _ 156-165.
17.

Eshnayev N. J. (2024). THE INFLUENCE OF THE DISCRIMINATORY APPROACH ON THE

MOBILE AND FLEXIBLE CHARACTERISTICS OF LEARNERS AND THE FACT THAT IT IS A
FACTOR OF LOW LEARNING.

Web of Teachers: Inderscience Research

,

2

(6), 216–220.

Retrieved from

http://webofjournals.com/index.php/1/article/view/1555

18.

Eshnaev N.J. Problemi kachestva i effektivnosti I perspektivi professionalnogo

obrazovaniya prakticheskogo psixologa G’G’ Nauchniy obozrevatel.Nauchno-analiticheskiy
jurnal, 2021.№ 11(131),-S. 22-25.
19.

Nоrtоji Jumаеvich Eshnаеv. (2021). Mа’nаviy-ахlоqiy muаmmоlаrni ilmiy tаdqiq

etishning oʻzigа хоs jihаtlаri. ACADEMIC research in educational sciences. vol.2, no. 2. p. 364-
369.
20.

Rakhmanova, D. (2023). PSYCHOLOGICAL MECHANISMS OF OPTIMIZING

STUDENTS'INTELLECTUAL AND COMMUNICATIVE SKILLS IN PROFESSIONALTRAINING.
Science and innovation, 2(B5), 254-257.
21.

Rakhmanova, D. U. (2024). INTRODUCTION OF ARTIFICIAL INTELLIGENCE

INTOPSYCHOLOGY. Web of Teachers: Inderscience Research, 2(9), 116-121.
22.

Rakhmanova,D.(2023).PSYCHOLOGICAL

DETERMINANTS

OF

STUDENTS'

INTELLECTUAL ACTIVITY OPTIMIZATION. Scienceandinnovation, 2(B11), 478-483
23.

Raxmanova, D. U. (2021). BOSHLANG’ICH SINFLARDA MATEMATIKA DARSLARIDA

O’QUVCHILARNING BARCHA TOIFALARI BILAN ISHLASH METODIKASI. Academic research in
educational sciences, 2(CSPI conference 2), 574-579.
24.

Rakhmanova, D. (2023). The role of neurography in art therapy. Science andinnovation,

2(B3), 73-76.

Bibliografik manbalar

Deterding, S., Dixon, D., Khaled, R., & Nacke, L. (2011). From game design elements to gamefulness: Defining "gamification". Proceedings of the 15th International Academic MindTrek Conference, 9–15.

Hamari, J., Koivisto, J., & Sarsa, H. (2014). Does gamification work? — A literature review of empirical studies on gamification. Proceedings of the 47th Hawaii International Conference on System Sciences (HICSS), 3025–3034.

Vesselinov, R., & Grego, J. (2012). Duolingo effectiveness study. City University of New York.

Kapp, K. M. (2012). The gamification of learning and instruction: Game-based methods and strategies for training and education. San Francisco, CA: Pfeiffer.

Werbach, K., & Hunter, D. (2012). For the win: How game thinking can revolutionize your business. Philadelphia, PA: Wharton Digital Press.

Турсунов А. 2022 ЧАҚИРУВГА ҚАДАР БОШЛАНҒИЧ ТАЙЁРГАРЛИК МАШҒУЛОТЛАРИДА ПЕДАГОГИК ВА ИННОВАЦИОН ТЕХНОЛОГИЯЛАРНИ ҚЎЛЛАШ ВА УЛАРНИНГ ЎЗИГА ХОС ТОМОНЛАРИ Science and innovation, 1(B3), 432- 434

Аbdurasulov J. (2024). HARBIY PEDAGOGIKANING BOSHQA FANLAR BILAN ALOQASI. Молодые ученые, 2(6), 48–52. извлечено от https://in-academy.uz/index.php/yo/article/view/28164

Аbdurasulov J., & Pardabayeva , M. (2024). MUSOBAQADAN OLDIN SPORTCHILARNI PSIXOLOGIK TAYYORLASH. Евразийский журнал социальных наук, философии и культуры, 4(6 Part 2), 73–76. извлечено от https://in-academy.uz/index.php/ejsspc/article/view/34717

Axrorova , M. . (2025). THE ROLE OF SCAFFOLDING IN TEACHING WRITING TO EFL LEARNERS. Журнал академических исследований нового Узбекистана, 2(4), 164–169. извлечено от https://in-academy.uz/index.php/yoitj/article/view/49751

Yo‘ldashova , M. . (2025). STRESS VA UNI BOSHQARISH USULLARI. Журнал академических исследований нового Узбекистана, 2(4), 170–174. извлечено от https://in-academy.uz/index.php/yoitj/article/view/49753

Iskandarova , R. . (2025). XOTIRA HAQIDA UMUMIY TUSHUNCHA. Педагогика и психология в современном мире: теоретические и практические исследования, 4(7), 37–44. извлечено от https://in-academy.uz/index.php/zdpp/article/view/48684

Jahongirmirzo, A., O’G’Li, O. O. B., & Ro’Ziboyevich, C. I. (2022). BO ‘LAJAK HARBIY XIZMATCHILARDA PSIXOLOGIK TAYYORGARLIKNING O ‘ZIGA XOS JIHATLARI. Science and innovation, 1(B3), 817-820

Eshnaev N. J. Specific aspects of scientific research of spiritual and moral problems // Academic research in educational sciences. - 2021. - Т. 2. - №. Special Issue 1.

Эшнаев Н.Ж. Суицид ва унинг ижтимоий-психологик омиллари. Муғаллим ҳәм үзликсиз билимлендириў ISSN: 2181-7138 №2/1 2021 й

Нортожи Жумаевич Эшнаев. (2021). Маънавий-ахлоқий муаммоларни илмий тадқиқ этишнинг ўзига хос жиҳатлари. ACADEMIC RESEARCH IN EDUCATIONAL

SCIENCES. Vol.2, no. 2. b. 364-369.

Eshnaev N . Zh ., Maratov T . Ғ ., Mirzarakhimova G . Uzbek milli movie sanati wa madaniyatida psychoprophylaxis hizmat tisimini zhory etish masalalari //Oriental Art and Culture. – 2020. – no. III. - S. _ 156-165.

Eshnayev N. J. (2024). THE INFLUENCE OF THE DISCRIMINATORY APPROACH ON THE MOBILE AND FLEXIBLE CHARACTERISTICS OF LEARNERS AND THE FACT THAT IT IS A FACTOR OF LOW LEARNING. Web of Teachers: Inderscience Research, 2(6), 216–220. Retrieved from http://webofjournals.com/index.php/1/article/view/1555

Eshnaev N.J. Problemi kachestva i effektivnosti I perspektivi professionalnogo obrazovaniya prakticheskogo psixologa G’G’ Nauchniy obozrevatel.Nauchno-analiticheskiy jurnal, 2021.№ 11(131),-S. 22-25.

Nоrtоji Jumаеvich Eshnаеv. (2021). Mа’nаviy-ахlоqiy muаmmоlаrni ilmiy tаdqiq etishning oʻzigа хоs jihаtlаri. ACADEMIC research in educational sciences. vol.2, no. 2. p. 364-369.

Rakhmanova, D. (2023). PSYCHOLOGICAL MECHANISMS OF OPTIMIZING STUDENTS'INTELLECTUAL AND COMMUNICATIVE SKILLS IN PROFESSIONALTRAINING. Science and innovation, 2(B5), 254-257.

Rakhmanova, D. U. (2024). INTRODUCTION OF ARTIFICIAL INTELLIGENCE INTOPSYCHOLOGY. Web of Teachers: Inderscience Research, 2(9), 116-121.

Rakhmanova,D.(2023).PSYCHOLOGICAL DETERMINANTS OF STUDENTS' INTELLECTUAL ACTIVITY OPTIMIZATION. Scienceandinnovation, 2(B11), 478-483

Raxmanova, D. U. (2021). BOSHLANG’ICH SINFLARDA MATEMATIKA DARSLARIDA O’QUVCHILARNING BARCHA TOIFALARI BILAN ISHLASH METODIKASI. Academic research in educational sciences, 2(CSPI conference 2), 574-579.

Rakhmanova, D. (2023). The role of neurography in art therapy. Science andinnovation, 2(B3), 73-76.