Results Of Teaching English Using Gamification In A Digital Period
Keywords:
Digital, motivation, stimulate, creativeAbstract
Digital educational resources are modern technical tools, which are designed to improve and improve the quality of students’ knowledge. The inclusion of these resources in the educational process forms positive learning motivation of students, stimulates creative cognitive activity, the need for independent education.
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2024-10-30
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This work is licensed under a Creative Commons Attribution-NonCommercial 4.0 International License.
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Results Of Teaching English Using Gamification In A Digital Period. (2024). Eurasian Journal of Humanities and Social Sciences, 36, 27-30. https://geniusjournals.org/index.php/ejhss/article/view/6412









