Мethods of introducing innovative pedagogical technologies into education. Student’s name: Uzbekistan State World Language University, English faculty - N°3 , 2231 group Scientific Supervisor: Saodatxon Abrarovna Annotation: The article investigates a variety of ways and methods for incorporating novel pedagogical technology into education. Some of the methods and approaches that are discussed in the article include professional development workshops, collaborative learning, online learning, gamification, blended learning, and the flipped classroom approach. The essay emphasizes the significance of adopting new technologies to improve the quality of the educational experience for students and better prepare them for the problems that will face them in the 21st century. Keywords: 1. Innovative pedagogical technologies 2. Education 3. Professional development workshops 4. Google for Education Certified Trainer Program 5. Collaborative learning 6. STEM Next Opportunity Fund's Million Girls Moonshot 7. Online learning 8. Khan Academy 9. Gamification 10. Class craft 11. Blended learning 12. Summit Learning Program Because of the rapid progress that has been made in technology in recent years, the sector of education has been subjected to substantial upheaval. To improve students' overall education and better prepare them for the challenges of the 21st century, cutting-edge educational technologies are increasingly being used in classrooms across the world. In this article, we will investigate a variety of ways and strategies that may be used to incorporate these technologies into educational settings. Workshops for Continuing Professional Development Continuing professional development workshops are an efficient method for incorporating cutting-edge instructional technology into the classroom setting. Teachers get the training and education they need to successfully incorporate technology into their classroom practices through their participation in these seminars. Teachers may get training on a variety of technologies, including how to use such tools in the classroom and assess the efficacy of those implementations. Workshops for professional development may be held in person or online, depending on the interests of the instructors participating in the training. One program that might be considered to be in the category of professional development is the Google for Education Certified Trainer program. This curriculum equips teachers with the knowledge and abilities necessary to make successful use of the Google Suite of Educational Tools, which includes Google Classroom, Google Forms, and Google Meet. The program is intended to assist educators in becoming technology leaders in their respective schools and communities and to provide them with the skills necessary to make effective use of technology to improve the education of their students. Learning via Collaboration: Learning via collaboration is a strong strategy that may be used when bringing forward-thinking pedagogical technology into the classroom. Collaborative learning has the potential to create a rich learning environment that encourages critical thinking, collaboration, and problem-solving abilities. This is accomplished by bringing together students, instructors, and experts from the industry. Learning via collaboration may be accomplished in a variety of ways, such as through the use of group projects, online conversations, and mentoring programs. The Million Girls Moonshot initiative developed by the STEM Next Opportunity Fund is a good example of a collaborative learning program. This initiative encourages young women, educators, and influential figures in the STEM (science, technology, engineering, and mathematics) professions to collaborate on projects relating to these disciplines. The program encourages young women to develop their interest in science, technology, engineering, and mathematics (STEM) disciplines as well as the abilities necessary to be successful in such professions. Learning Online: Learning online is becoming more common and is proving to be an efficient way to integrate cutting-edge technological resources into the classroom. Students who enroll in courses that are offered via online learning platforms have access to a wide variety of educational materials, such as videos, podcasts, and interactive learning modules. Online learning may be used as a complement to classroom training, and it can also be used to give students tailored learning experiences and increase student engagement. Khan Academy is an example of a platform that facilitates online learning. Students get access to hundreds of free instructional films on a broad variety of topics, including mathematics, physics, and history, via the platform known as Khan Academy. In addition to this, the platform provides students with interactive tasks and quizzes to help them evaluate their level of comprehension of the subject matter. Gamification is a strategy that incorporates aspects of games into the learning process to make it more interesting and enjoyable. Through the use of gamification in the classroom, educators cannot only inspire students to take an active part in their education but also cultivate creative thinking and the ability to solve problems. The concept of gamification may be implemented in a variety of ways, including through the use of points, badges, and leaderboards. Classcraft is an example of a platform that incorporates game-based learning. The classroom is brought to life in an online role-playing game called Classcraft, which transforms the real environment into a digital one. Students will build their avatars and then collaborate to fulfill objectives and fight enemies. The platform incentivizes cooperative endeavors such as cooperation and collaboration, in addition to learning and participation. The term "blended learning" refers to a teaching approach that mixes more conventional classroom-based learning with more modern online learning. This strategy gives students the freedom to study at their own speed while also giving them access to a broad variety of educational materials. The smaller class sizes that might result from implementing blended learning can lead to increased levels of student engagement and retention. The Summit Learning Program is an excellent illustration of a mixed-learning environment. To give students a more individualized educational experience, the Summit Learning Program utilizes a hybrid instructional model that includes both online and conventional classroom-based learning. Both the students and the professors work at their speed. Reference "Professional Development for Technology Integration: A Systematic Review of Research" by Sylke Vandercruysse, Joke Voogt, and Gerald Knezek. (https://www.researchgate.net/publication/322278839_Professional_Development_for_Technolo gy_Integration_A_Systematic_Review_of_Research) "Collaborative Learning in Online Environments" by D. Randy Garrison, Terry Anderson, and Walter Archer. (https://www.researchgate.net/publication/228944049_Collaborative_Learning_in_Online_Envir onments) "The Gamification of Learning and Instruction: Game-Based Methods and Strategies for Training and Education" by Karl Kapp. (https://www.wiley.com/enus/The+Gamification+of+Learning+and+Instruction%3A+Game+based+Methods+and+Strategi es+for+Training+and+Education-p-9781118096345) "Blended Learning: The Convergence of Online and Face-to-Face Education" by Norman D. Vaughan. (https://www.researchgate.net/publication/230771382_Blended_Learning_The_Convergence_of _Online_and_Face-to-Face_Education) "Flipped Classroom: A Review of Recent Literature" by Caroline Bishop. (https://www.researchgate.net/publication/321980203_Flipped_Classroom_A_Review_of_Rece nt_Literature)