<?xml version="1.0" encoding="utf-8"?>
<!DOCTYPE article PUBLIC "-//NLM//DTD JATS (Z39.96) Journal Publishing DTD with MathML3 v1.3 20210610//EN" "JATS-journalpublishing1-3-mathml3.dtd">
<article xmlns:xlink="http://www.w3.org/1999/xlink" xmlns:mml="http://www.w3.org/1998/Math/MathML" xmlns:ali="http://www.niso.org/schemas/ali/1.0/" article-type="research-article" dtd-version="1.3" xml:lang="ru">
  <front>
    <journal-meta>
      <journal-id journal-id-type="publisher-id">research-focus</journal-id>
      <journal-title-group>
        <journal-title>Research Focus International Scientific Journal</journal-title>
        <abbrev-journal-title abbrev-type="publisher">Research Focus</abbrev-journal-title>
      </journal-title-group>
      <issn pub-type="epub" publication-format="electronic">2181-3833</issn>
      <publisher>
        <publisher-name>Ilm-fan va innovatsiyalar akademiyasi</publisher-name>
      </publisher>
    </journal-meta>
    <article-meta>
      <article-id pub-id-type="doi">10.66073/researchfocus.v4i3.1518</article-id>
      <article-id pub-id-type="other" assigning-authority="relibrary.uz">REL-A-012850</article-id>
      <article-categories>
        <subj-group subj-group-type="oak">
          <subject>13.00.00</subject>
        </subj-group>
      </article-categories>
      <title-group>
        <article-title xml:lang="ru">СИСТЕМА ПОДГОТОВКИ УЧАЩИХСЯ К ТЕХНИЧЕСКОЙ ТВОРЧЕСКОЙ ДЕЯТЕЛЬНОСТИ В ИНФОРМАЦИОННОЙ ОБРАЗОВАТЕЛЬНОЙ СРЕДЕ</article-title>
        <trans-title-group xml:lang="en">
          <trans-title>THE SYSTEM OF PREPARING STUDENTS FOR TECHNICAL CREATIVE ACTIVITY IN AN INFORMATION EDUCATIONAL ENVIRONMENT</trans-title>
        </trans-title-group>
        <trans-title-group xml:lang="uz">
          <trans-title>AXBOROT TA‘LIM MUHITIDA O‘QUVCHILARNI TEXNIK IJODIY FAOLIYATGA TAYYORLASH TIZIMI</trans-title>
        </trans-title-group>
      </title-group>
      <contrib-group content-type="author">
        <contrib contrib-type="author">
          <string-name>Шаропов Мирджон Нурхонович</string-name>
          <aff>Исследователь Бухарского государственного университета</aff>
        </contrib>
      </contrib-group>
      <pub-date publication-format="electronic" date-type="pub" iso-8601-date="2025-04-05">
        <day>05</day>
        <month>04</month>
        <year>2025</year>
      </pub-date>
      <pub-date date-type="collection">
        <year>2025</year>
      </pub-date>
      <volume>4</volume>
      <issue>3</issue>
      <fpage>119</fpage>
      <lpage>124</lpage>
      <permissions>
        <license xlink:href="https://creativecommons.org/licenses/by/4.0">
          <ali:license_ref>https://creativecommons.org/licenses/by/4.0</ali:license_ref>
          <license-p>Это произведение доступно по лицензии Creative Commons «Attribution» («Атрибуция») 4.0 Всемирная.</license-p>
        </license>
      </permissions>
      <self-uri xlink:href="https://relibrary.uz/REL-A-012850/"/>
      <abstract xml:lang="ru">
        <p>В данной статье рассматриваются когнитивные и психологические факторы формирования технического творчества с использованием информационно-коммуникационных технологий (ИКТ). Современные цифровые инструменты, такие как искусственный интеллект, виртуальная и дополненная реальность, 3D-моделирование, робототехника и симуляционные технологии, способствуют развитию инженерного мышления, творческого подхода и способности решать сложные технические задачи.</p>
      </abstract>
      <trans-abstract xml:lang="en">
        <p>This article examines the cognitive and psychological factors in the formation of technical creativity with the use of information and communication technologies (ICT). Modern digital tools, such as artificial intelligence, virtual and augmented reality, 3D modelling, robotics and simulation technologies, contribute to the development of engineering thinking, a creative approach and the ability to solve complex technical problems.</p>
      </trans-abstract>
      <trans-abstract xml:lang="uz">
        <p>Ushbu maqolada axborot-kommunikatsiya texnologiyalari (AKT) yordamida texnik ijodkorlikni shakllantirishning kognitiv va psixologik omillari ko‘rib chiqiladi. Sun‘iy intellekt, virtual va to‘ldirilgan reallik, 3D-modellashtirish, robototexnika hamda simulyatsiya texnologiyalari kabi zamonaviy raqamli vositalar muhandislik tafakkuri, ijodiy yondashuv va murakkab texnik masalalarni yechish qobiliyatini rivojlantirishga xizmat qiladi.</p>
      </trans-abstract>
      <kwd-group xml:lang="ru">
        <kwd>техническое творчество</kwd>
        <kwd>информационно-коммуникационные технологии</kwd>
        <kwd>когнитивные процессы</kwd>
        <kwd>психологические факторы</kwd>
        <kwd>инновационное мышление</kwd>
      </kwd-group>
      <kwd-group xml:lang="en">
        <kwd>technical creativity</kwd>
        <kwd>information and communication technologies</kwd>
        <kwd>cognitive processes</kwd>
        <kwd>psychological factors</kwd>
        <kwd>innovative thinking</kwd>
      </kwd-group>
      <kwd-group xml:lang="uz">
        <kwd>texnik ijodkorlik</kwd>
        <kwd>axborot-kommunikatsiya texnologiyalari</kwd>
        <kwd>kognitiv jarayonlar</kwd>
        <kwd>psixologik omillar</kwd>
        <kwd>innovatsion tafakkur</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <back>
    <ref-list>
      <ref id="r1">
        <label>1</label>
        <mixed-citation>Sweller, J. (1988). Cognitive Load During Problem Solving: Effects on Learning. Cognitive Science, 12(2), 257-285. <pub-id pub-id-type="doi">10.1207/s15516709cog1202_4</pub-id></mixed-citation>
      </ref>
      <ref id="r2">
        <label>2</label>
        <mixed-citation>Mayer, R. E. (2009). Multimedia Learning. Cambridge University Press. <pub-id pub-id-type="doi">10.1017/cbo9780511811678</pub-id></mixed-citation>
      </ref>
      <ref id="r3">
        <label>3</label>
        <mixed-citation>Jonassen, D. H. (2000). Computers as Mindtools for Schools: Engaging Critical Thinking. Prentice-Hall.</mixed-citation>
      </ref>
      <ref id="r4">
        <label>4</label>
        <mixed-citation>Chiu, C. H., &amp; Chen, H. C. (2013). Developing a Virtual Laboratory for Engineering Education. Journal of Educational Technology &amp; Society, 16(1), 147-157.</mixed-citation>
      </ref>
      <ref id="r5">
        <label>5</label>
        <mixed-citation>Resnick, M. (2017). Lifelong Kindergarten: Cultivating Creativity through Projects, Passion, Peers, and Play. MIT Press. <pub-id pub-id-type="doi">10.7551/mitpress/11017.001.0001</pub-id></mixed-citation>
      </ref>
      <ref id="r6">
        <label>6</label>
        <mixed-citation>Guilford, J. P. (1967). The Nature of Human Intelligence. McGraw-Hill.</mixed-citation>
      </ref>
      <ref id="r7">
        <label>7</label>
        <mixed-citation>Sternberg, R. J., &amp; Lubart, T. I. (1995). Defying the Crowd: Cultivating Creativity in a Culture of Conformity. Cambridge University Press.</mixed-citation>
      </ref>
      <ref id="r8">
        <label>8</label>
        <mixed-citation>Deci, E. L., &amp; Ryan, R. M. (1985). Intrinsic Motivation and Self-Determination in Human Behavior. Springer. <pub-id pub-id-type="doi">10.1007/978-1-4899-2271-7</pub-id></mixed-citation>
      </ref>
      <ref id="r9">
        <label>9</label>
        <mixed-citation>Bandura, A. (1997). Self-Efficacy: The Exercise of Control. W. H. Freeman.</mixed-citation>
      </ref>
      <ref id="r10">
        <label>10</label>
        <mixed-citation>Kapp, K. M. (2012). The Gamification of Learning and Instruction: Game-Based Methods and Strategies for Training and Education. Wiley. <pub-id pub-id-type="doi">10.1145/2207270.2211316</pub-id></mixed-citation>
      </ref>
      <ref id="r11">
        <label>11</label>
        <mixed-citation>Korkmaz, Ö., &amp; Çakır, R. (2017). Effects of STEM Learning on Students’ Critical Thinking Skills. Educational Sciences: Theory &amp; Practice, 17(2), 579-607.</mixed-citation>
      </ref>
      <ref id="r12">
        <label>12</label>
        <mixed-citation>Hamari, J., Koivisto, J., &amp; Sarsa, H. (2014). Does Gamification Work? A Literature Review of Empirical Studies on Gamification. Proceedings of the 47th Hawaii International Conference on System Sciences, 3025-3034. <pub-id pub-id-type="doi">10.1109/hicss.2014.377</pub-id></mixed-citation>
      </ref>
    </ref-list>
  </back>
</article>
