FROM EXPERIENCE OF USING GAMING PEDAGOGICAL TECHNOLOGIES IN THE PROCESS OF TEACHING ENGLISH
Abstract
The article highlights the pedagogical value of gaming technologies as a means of achieving educational goals in the process of teaching English; the main types of game technologies for using at English classes; identifies lexical, grammatical, phonetic, role, creative games as a method of activating educational activities. The problem of finding the most effective technologies that are able to achieve their goals is urgently needed today because the pedagogy as the science about the methods and activities of teaching needs updating traditional teaching methods and inculcating modern innovative technologies. The priorities of modern higher education are to teach the students how to study, how to work, how to live. Gaming technology is an integral part of innovative educational technologies, one of the unique interactive learning methods, that activates and diversifies the learning process. Educational game is a kind of a situational exercise which creates opportunities for multiple repetition of the speech sample that is close to real communication (with its inherent features – emotion, spontaneity, commitment of the speech act). While using educational games at English classes, a teacher should consider certain conditions on how to reach for game technologies effectiveness: the games should be correspondent with the main practical aims of the lesson, they must be accessible and moderately-used, varied in form: quizzes, contests, virtual tours, role plays, etc. Students develop their social interaction skills, abilities to work in team, they express their own views and consider the ideas of the others, they learn how to make decisions and solve the problems. Game educational technologies make it possible to diversify everyday learning activities, increasing interest in learning a foreign language.
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