Iqtisodiy fanlarni o‘qitishda ko‘rgazmali qurollar, tarqatma Materiallar va texnik vositalardan foydalanish
Keywords:
Ta‘lim texnologiyalari, ko‗rgazmali qurollar, tarqatma materiallar, simulyatorlar, interaktiv doskalar, gamifikatsiya, LMS.Abstract
Maqolada iqtisodiy fanlarni o‗qitishda diagramma, grafik, infografika,
video, handout, simulyatorlar, interaktiv doskalar, prezentatsiya/animatsiya dasturlari,
mobil ilovalar va LMS kabi vositalarning pedagogik samaradorlikni oshirish usullari ko‗rib
chiqiladi. Dual-coding va multimedia o‗qitish nazariyalari asosida vizual dizayn, oq
maydon va minimal matn tamoyillari, shuningdek, simulyatorlar (Veconlab, MobLab),
gamifikatsiya (Kahoot!, Quizlet) va adaptiv modullar orqali individual o‗rganish usullari
tahlil qilinadi. O‗zbekiston misollarida Moodle, Canvas va ―Innopark‖ tajribalari keltirilib,
infratuzilma, o‗qituvchi tayyorgarligi va monitoring bo‗yicha tavsiyalar beriladi.
References
Mayer, R. E. (2021). Cognitive Theory of Multimedia Learning (3rd ed.). Cambridge
University Press.
Paivio, A. (1971). Imagery and Verbal Processes. Holt, Rinehart & Winston.
Sweller, J. (1988). Cognitive load during problem solving: Effects on learning. Cognitive
Science, 12(2), 257–285.
Shadiev, R., Azimov, U., & Akhmedov, A. (2022). Impact of LMS-based blended learning
on students‘ academic achievement in Uzbekistan. Educational Technology & Society,
(3), 12–23.
Rasuly, E. (2023). Moodle jarayonida learning analytics qo‗llanilishi. Ta‘lim Innovatsiyalari
Jurnali, 5(1), 45–60.
CodeCombat Inc. (2021). Gamification in Computer Science Education: Impact Report.
CodeCombat.
Khan Academy. (2021). Khan Academy Impact Report. Retrieved from
Veconlab. (2025). Veconlab Experimental Economics Laboratory. University of Virginia.
MobLab Inc. (2025). MobLab Interactive Games for Economics Instruction. Retrieved from.
Organisation for Economic Co-operation and Development (OECD). (2020).
Recommendation on Public Policy Evaluation. OECD Publishing.
Edutopia. (2022). Screen Time and Student Engagement: Balancing Technology in the
Classroom. Retrieved from.
Grand Canyon University Blog. (2022). Interactive Tools and Mobile Apps in Education.
Retrieved from




