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Game-based learning, particularly reflective and self-assessment games, has
emerged as an effective pedagogical approach. These methods encourage active
participation, enhance motivation, and support deeper cognitive processing . This
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article explores how such games can be used to promote critical awareness of
disinformation in English language classrooms.
METHODOLOGY
This study employs a qualitative research design based on the analysis of
existing literature in the fields of education, media literacy, and applied linguistics. A
systematic review of peer-reviewed journal articles, reports, and educational
frameworks published between 2010 and 2023 was conducted.
The methodological approach includes:
• comparative analysis of traditional and game-based learning strategies
• examination of case studies involving reflective and self-assessment games
• synthesis of theoretical models related to critical thinking and media
literacy
Reflective games are defined as activities that encourage learners to analyze
their own thinking processes, while self-assessment games involve evaluating one’s
performance against established criteria . These tools are analyzed in terms of their
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effectiveness in developing critical awareness.
RESULTS
The analysis reveals several key findings regarding the effectiveness of
reflective and self-assessment games in promoting critical awareness of
disinformation:
First, game-based learning enhances engagement and motivation. Research
indicates that students participating in interactive learning environments
demonstrate higher levels of attention and participation compared to traditional
lecture-based settings .
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Second, reflective games promote metacognitive awareness. Learners are
encouraged to think about how they process information, which improves their
ability to detect inconsistencies and biases in digital content .
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Third, self-assessment games support autonomous learning. By evaluating
their own responses, students develop a deeper understanding of credibility
indicators, such as source reliability, evidence quality, and logical consistency .
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Fourth, collaborative game-based activities foster discussion and peer learning.
Studies show that group-based reflection enhances critical thinking by exposing
learners to diverse perspectives .
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Finally, the integration of disinformation-related scenarios in games improves
real-world application. Students who engage with authentic examples of fake news
5 Gee, J. P. (2014). What Video Games Have to Teach Us About Learning and Literacy. Palgrave Macmillan, pp.
34–41.
6 Boud, D., & Falchikov, N. (2007). Rethinking Assessment in Higher Education. Routledge, pp. 102–110.
7 Hamari, J., Koivisto, J., & Sarsa, H. (2014). Does gamification work? Proceedings of the 47th Hawaii International
Conference on System Sciences, pp. 3025–3034.
8 Kahneman, D. (2011). Thinking, Fast and Slow. Farrar, Straus and Giroux, pp. 112–119.
9 Nicol, D. J., & Macfarlane-Dick, D. (2006). Formative assessment and self-regulated learning. Studies in Higher
Education, 31(2), pp. 199–218. 128
10 Johnson, D. W., & Johnson, R. T. (2009). Cooperation and the Use of Technology. Handbook of Research on
Educational Communications, pp. 401–412.
II SHO‘BA:
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asoslari va konseptual yondashuvlari
https://www.asr-conference.com/

