CURRENT STATE OF EDUCATIONAL SOFTWARE, ACHIEVEMENTS, AND SHORTCOMINGS: RETROSPECTIVE ANALYSIS AND PROSPECTIVE MODELS

Authors

  • Igamberdiyev U.R Author

Keywords:

EdTech, iSpring Suite, Kahoot, Quizizz, MyTest, SAMR model, Learning Analytics, gamification, digital divide, pedagogical design.

Abstract

This article analyzes the role of software suites such as iSpring Suite, Kahoot, Quizizz, and MyTest, which are extensively utilized in contemporary educational processes, focusing on their didactic capabilities and pedagogical effectiveness. The study provides a critical examination of the impact of digital educational tools on student motivation and the degree of objectivity in knowledge assessment. Furthermore, scientifically grounded solutions to existing challenges in the field are proposed.

References

I. Fundamental Scientific Publications and Books

1. Mayer, R. E. (2020). Multimedia Learning (3rd ed.). Cambridge University Press.

2. Kapp, K. M. (2012). The Gamification of Learning and Instruction: Game-based Methods and Strategies for Training and Education. Pfeiffer.

3. Hattie, J. (2023). Visible Learning: The Sequel. Routledge.

4. Anderson, L. W., & Krathwohl, D. R. (2001). A Taxonomy for Learning, Teaching, and Assessing: A Revision of Bloom's Taxonomy of Educational Objectives. Longman.

II. International Peer-reviewed Journals

5. Dichev, C., & Dicheva, D. (2017). "Gamifying education: what is known, what is believed and what remains uncertain: a critical review." International Journal of Educational Technology in Higher Education.

6. Zainuddin, Z., et al. (2020). "Gamified e-quizzes as a tool for formative assessment in bachelor's degree courses: Students’ perceptions." Computers & Education.

7. Mishra, P., & Koehler, M. J. (2006). "Technological Pedagogical Content Knowledge: A Framework for Teacher Knowledge." Teachers College Record.

III. Local (Uzbekistan) and CIS Research

8. Ibragimov, X. J., & Yo'ldoshev, U. A. (2022). Pedagogik texnologiyalar va mahorat (Pedagogical Technologies and Mastery). Tashkent: Fan va texnologiya.

9. Taylaqov, N. I. (2021). Uzluksiz ta’lim tizimida axborot-ta’lim resurslarini yaratish va joriy etishning ilmiy-metodik asoslari (Scientific-methodical foundations for creating and implementing information-educational resources in the continuous education system). Abstract, Tashkent.

10. Bashmakov, A. I., & Bashmakov, I. A. (2005). Razrabotka komp'yuternykh uchebnikov i obuchayushchikh sistem (Development of computer textbooks and learning systems). Moscow: Filin.

IV. Digital Resources

11. UNESCO GEM Report (2023). Technology in education: A tool on whose terms?

12. iSpring Solutions Research. E-learning Trends 2025-2026.

13. Kahoot! Academic Research Library. Scientific studies on Kahoot!

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Published

2026-05-20