Using games in English language teaching

IF 0.2 0 PHILOSOPHY
E. A. Zakharova
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引用次数: 1

Abstract

The purpose of the study is to consider the problem of using didactic games for teaching foreign languages. The article deals with the issue of using didactic games for teaching English, analyzes the conditions under which the use of gaming technologies is the most effective, and gives recommendations for organizing gaming interaction in the classroom. The scientific novelty of the study lies in the fact that in the process of studying the problem of using didactic games in teaching, the author developed his own typology of games, among which he singled out and characterized a new type of kinetic game, tasks for mixed communication (ZSO), thereby bringing gaming technologies closer to recognition. in the academic environment as an effective learning tool. As a result of the study, the requirements for the selection and application of gaming technologies that provide the greatest didactic effect were identified.
游戏在英语教学中的应用
本研究的目的是探讨教学游戏在外语教学中的应用问题。本文探讨了教学游戏在英语教学中的应用问题,分析了游戏技术最有效运用的条件,并提出了在课堂中组织游戏互动的建议。本研究的科学新颖之处在于,作者在研究教学中使用教学游戏问题的过程中,形成了自己的游戏类型学,并在此类型学中提出了一种新型的动态游戏——混合交流任务(task for mixed communication, ZSO),从而使游戏技术更加接近人们的认识。在学术环境中作为有效的学习工具。作为研究的结果,我们确定了选择和应用能够提供最大教学效果的游戏技术的要求。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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来源期刊
Kant Yearbook
Kant Yearbook PHILOSOPHY-
CiteScore
0.30
自引率
0.00%
发文量
8
期刊介绍: The Kant Yearbook is an international journal that publishes articles, historical or systematic, on the philosophy of Immanuel Kant. It is the yearbook′s goal to intensify innovative research on Kant on the international scale. Articles are double-blind peer reviewed by an internationally renowned editorial board. Each issue is dedicated to a specific topic announced through a call for papers.
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