{"title":"在非语言大学中,游戏作为提高学生学习外语动机的一种手段","authors":"A. A. Lugovaia","doi":"10.51314/2073-2635-2019-4-71-84","DOIUrl":null,"url":null,"abstract":"This article deals with latest issues of modern education, which have great prospects for development and wide application in practice, and are able to open new milestones in teaching. This view can be interesting for either experienced teachers or young professionals. The article reveals the processes of digitalization and its impact on the modern pedagogical world, as well as provides arguments in favor of the introduction of game approaches to teaching foreign languages using both classical techniques and modern computer tools, which are currently the most relevant, but not widely applicable. Due to the fact that the use of games in learning is still a controversial issue, the article presents the views of researchers supporting the benefits of gamification in education, namely, the feasibility of team games, and computer technologies and online games for better absorption of the material, increasing motivation to study aspects of language, improve memorizing of complex material by converting it to game and therefore easier form, and removing the language and psychological barriers, able to add difficulties in learning a foreign language. Based on the survey, the article provides statistics confirming the opinion of a number of researchers on the feasibility of using the method of gamification with the use of modern technical means to expand and diversify classes, to involve students in the educational process, to interest them in subject.","PeriodicalId":233416,"journal":{"name":"Moscow University Pedagogical Education Bulletin","volume":"35 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2019-12-29","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"title\":\"Usage of games as a means of increasing students’ motivation to learn foreign language in nonlinguistic university\",\"authors\":\"A. A. Lugovaia\",\"doi\":\"10.51314/2073-2635-2019-4-71-84\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"This article deals with latest issues of modern education, which have great prospects for development and wide application in practice, and are able to open new milestones in teaching. This view can be interesting for either experienced teachers or young professionals. The article reveals the processes of digitalization and its impact on the modern pedagogical world, as well as provides arguments in favor of the introduction of game approaches to teaching foreign languages using both classical techniques and modern computer tools, which are currently the most relevant, but not widely applicable. Due to the fact that the use of games in learning is still a controversial issue, the article presents the views of researchers supporting the benefits of gamification in education, namely, the feasibility of team games, and computer technologies and online games for better absorption of the material, increasing motivation to study aspects of language, improve memorizing of complex material by converting it to game and therefore easier form, and removing the language and psychological barriers, able to add difficulties in learning a foreign language. Based on the survey, the article provides statistics confirming the opinion of a number of researchers on the feasibility of using the method of gamification with the use of modern technical means to expand and diversify classes, to involve students in the educational process, to interest them in subject.\",\"PeriodicalId\":233416,\"journal\":{\"name\":\"Moscow University Pedagogical Education Bulletin\",\"volume\":\"35 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2019-12-29\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"0\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Moscow University Pedagogical Education Bulletin\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.51314/2073-2635-2019-4-71-84\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Moscow University Pedagogical Education Bulletin","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.51314/2073-2635-2019-4-71-84","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
Usage of games as a means of increasing students’ motivation to learn foreign language in nonlinguistic university
This article deals with latest issues of modern education, which have great prospects for development and wide application in practice, and are able to open new milestones in teaching. This view can be interesting for either experienced teachers or young professionals. The article reveals the processes of digitalization and its impact on the modern pedagogical world, as well as provides arguments in favor of the introduction of game approaches to teaching foreign languages using both classical techniques and modern computer tools, which are currently the most relevant, but not widely applicable. Due to the fact that the use of games in learning is still a controversial issue, the article presents the views of researchers supporting the benefits of gamification in education, namely, the feasibility of team games, and computer technologies and online games for better absorption of the material, increasing motivation to study aspects of language, improve memorizing of complex material by converting it to game and therefore easier form, and removing the language and psychological barriers, able to add difficulties in learning a foreign language. Based on the survey, the article provides statistics confirming the opinion of a number of researchers on the feasibility of using the method of gamification with the use of modern technical means to expand and diversify classes, to involve students in the educational process, to interest them in subject.