Onlayn shaxmat platformalarining boshlang‘ich sinf o‘quvchilari tafakkuriga ta’siri
DOI:
https://doi.org/10.5281/zenodo.19319334Ключевые слова:
onlayn shaxmat platformalari, boshlang‘ich sinf o‘quvchilari, kognitiv rivojlanish, mantiqiy tafakkur, metakognitiv ko‘nikmalar, raqamli ta’lim muhiti, o‘yin asosida o‘qitish, muammoli vaziyatlarni hal qilish, tanqidiy fikrlash, ta’lim texnologiyalari.Аннотация
Mazkur maqolada onlayn shaxmat platformalarining boshlang‘ich sinf o‘quvchilari tafakkurini rivojlantirishdagi
pedagogik imkoniyatlari ilmiy jihatdan tahlil qilinadi. Tadqiqotda raqamli ta’lim muhitida shaxmat o‘yinidan foydalanish
orqali o‘quvchilarning mantiqiy fikrlashi, analitik tahlil qilish qobiliyati, muammoli vaziyatlarni hal etish hamda metakognitiv
ko‘nikmalarini rivojlantirish jarayonlari o‘rganilgan. Shuningdek, maqolada onlayn shaxmat platformalarining interaktiv va
adaptiv xususiyatlari o‘quvchilarning bilish faolligini oshirish, tezkor qaror qabul qilish va refleksiv fikrlashni shakllantirishdagi
roli asoslab berilgan
Библиографические ссылки
1. Gobet, F., & Campitelli, G. (2006). Educational benefits of chess instruction: A critical review. Educational Research
Review, 1(2), 123-137.
2. Sala, G., & Gobet, F. (2016). Do the benefits of chess instruction transfer to academic and cognitive skills? A metaanalysis.
Educational Research Review, 18, 46-57.
3. Kazemi, F., Yektayar, M., & Abad, A. M. B. (2012). Investigation of the impact of chess play on developing metacognitive
ability. Procedia - Social and Behavioral Sciences, 32, 372-379.
4. Trinchero, R. (2013). Can chess training improve mathematical problem-solving? Journal of Cognitive Education and
Psychology, 12(2), 145-161.
5. Aciego, R., García, L., & Betancort, M. (2012). The benefits of chess for the intellectual and social-emotional enrichment
in schoolchildren. The Spanish Journal of Psychology, 15(2), 551-559.
6. Gee, J. P. (2003). What video games have to teach us about learning and literacy. New York: Palgrave Macmillan.
7. Kiili, K. (2005). Digital game-based learning: Towards an experiential gaming model. The Internet and Higher Education,
8(1), 13-24.
8. Charness, N. (2017). The role of practice and digital tools in chess expertise. Psychology of Learning and Motivation,
67, 1-25.
Загрузки
Опубликован
Выпуск
Раздел
Лицензия
Copyright (c) 2026 MAKTABGACHA VA MAKTAB TA’LIMI JURNALI

Это произведение доступно по лицензии Creative Commons «Attribution» («Атрибуция») 4.0 Всемирная.