Апрель 2021 10-қисм
Тошкент
kiritish;
- O‘quvchilardagi estetik did, estetik tafakkur, iqtisodiy, g‘oyaviy-siyosiy, axloqiy, ma’naviy,
huquqiy sohadagi bilim va ko‘nikmalarni taraqqiy ettirish;
- Bo‘sh vaqtlarini ko‘ngilli, mazmunli, oqilona o‘tkazishlarini ta’minlash zarur.
O‘quvchilarning maroqli dam olishlari uchun qiziqarli dasturlar bilan chiqishlar qilib, ularning
bu sohadagi iste’dodlarini o‘stirish uchun ular mavzu bilan oldindan tanish bo‘lishlari, mavzu
bo‘yicha batafsil ma’lumot jamlashlari kerak.
Demak, har bir o‘tkazilayotgan tarbiyaviy tadbirlar quyidagi muhim jihatlar: hamjihatlilik,
badiiy-estetik va pedagogik-psixologik jihatlar o‘tkazilayotgan tadbirga nisbatan, ma’lum g‘oyaga
nisbatan ishonch hissini uyg‘otsa, badiiy-estetik xususiyatlar unga joziba baxsh etadi. Pedagogik-
psixologik jihatlar esa o‘tkazailayotgan tadbirlardan ko‘zlangan maqsadga erishishni ta’minlaydi.
Foydalanilgan adabiyotlar ro‘yhati:
1. O‘quv tarbiyaviy tadbirlarni tashkil etish va uni o‘tkazish metodikasi. BuxDU.: 2017-yil.
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Апрель 2021 10-қисм
Тошкент
DIDACTIC GAMES THAT DEVELOP STUDENTS’ THINKING IN THE LEARNING
PROCESS
Pulatova Umida Ulmasbayevna
Tashkent city, Almazar district,
is an English teacher at school 24
Annotation:
This article discusses didactic games and their applications that help to develop
students’ thinking in the educational process.
Keywords:
Educational process, didactic game, student, teacher, science, thinking, sound,
dictation.
The organization of the educational process on the basis of didactic games is a means of
developing students’ thinking. Didactic games should be seen as educational activities, not as a
means of recreation or leisure.
From a pedagogical point of view, play is a type of activity aimed at mastering and recreating
social experience. [1, b. 72]. Psychological analysis: play is a form of implementation of the
child’s activities, activities, which reflects his interests, needs and desires. The game teaches the
child to learn the content of things and events in his own experience, to use these content. [2,
p.86]
In this regard, game technology plays an important role in the active acquisition of knowledge
by students in various subjects in secondary schools. Below we look at game technologies that
can be used in a variety of lessons to develop students’ thinking.
“I’ll check it myself.” In such games, a small amount of dictation text is selected and organized
in the introductory part of the lesson. The teacher writes a small dictation for the students. When
all students have finished writing, the teacher writes the dictation on the board. If the dictation is
written on the board before the dictation and is covered, the student opens the curtain. Students
look at it and check their dictation.
The story. The teacher writes a few words on the board. Students independently create a story
using these words. In the process, as their vocabulary grows, they develop the ability to form
sentences correctly, pronounce sounds correctly, and think creatively and independently.
The teacher’s encouragement from time to time builds students’ self-confidence. This game
can be easily used in extracurricular activities and clubs. For example; Fine, clock, rain, book.
“Who is he? What is this?”. There are several items on the table. The teacher describes one
of these subjects. Students will find out what they are talking about based on these signs.
The advantage of this game is that it can be used during the lesson to focus students’ attention,
to relax their hands, or to introduce new sounds, to introduce a new topic.
This game allows students to develop intelligence, critical thinking and independent thinking
skills. For example; It is spherical in shape. It is also played by our famous athletes in stadiums.
It is also a favorite toy of young children. (answer; ball).
Quick Answer Game - Students are divided into three groups. The teacher or beginner walks
through the line, raises one of the students in the group, and says the name of a species. The
student must find and say a word of this type. The answer should be said until three o‘clock. A
group of students who do not answer will be given a penalty card. The team that receives three
penalties will be disqualified. The game continues until one group is left. Through such play,
students develop quick-wittedness, independent thinking skills, and the child learns to observe
the environment carefully.
Teacher: Animal. Student: Horse
Teacher: Textbook. Student: Notebook
Teacher: Classroom. Student: Parta
Teacher: Transport. Reader: Nexia
Game of Thrones. The object of the game is to strengthen the skills of multiplication and
division. The playground has 3 flags. Gameplay: Between the lines. The row names are written
on the board and divided by the number of students. The teacher gives a flag to the student
sitting at the end of each row. The teacher says the number. For example, the number 6 in row
1, the number 4 in row 2, and the number 5 in row 3.
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