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This article discusses pedagogical, psychological, and methodological aspects of using innovative educational technologies in primary school mathematics lessons. It considers how digital games, gamification, interactive platforms, visual models, and algorithmic tasks can support mathematical understanding, spatial awareness, logical reasoning, and independent learning. Practical examples are provided, including a mathematics quest, “young programmers” activities, and digital stories. The article also emphasizes that technology should be selected according to learning objectives, while teacher–pupil interaction, inclusive participation, and children’s health requirements must remain priorities.
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Alqarova Barchinoy (2026) studied this question.
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