Maqola muallifi haqida
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Rakhmatullayeva Dilobar Erkinovna
Master of Arts in Teaching English as aSecond Language
Specialized School in the System of the Agency of Specialized Educational Institutions
+998999382780
ahrolovadilobar@gmail.com
Annotatsiya
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Digital game-based learning (DGBL) is widely used for the aim of achieving anticipated
learning outcomes. However, it is an undeniable fact that organizing interactive classroom
environment is likely to be difficult, since we have begun to utilize these new method
recently. It is argued that providing students with videogames in various reasons and context
such as improving reading, listening, increasing willingness to communicate, or writing
messages, learning and memorizing vocabulary is the best way to interact and collaborate
in particular field Tolias, Exadaktylos, & Slattery, (2004).
FOYDALANILGAN ADABIYOTLAR
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1. Gee, J. P. (2007). What video games have to teach us about learning and literacy:
Revised and updated edition. New York: Palgrave Macmillan.
2. Gee, J. P. (2010). A situated-sociocultural approach to literacy and technology. In E.
Baker (Ed.), The new literacies: Multiple perspectives on research and practice (pp.
165-193). New York: Guilford Press.
3. Krashen, S. D. (1982). Principles and practice. Learning, 46(2), 327-369.
4. Krashen, S. D. (1985). The input hypothesis: Issues and implications. London:
Longman.