Game Technologies and Gamification Techniques in Teaching English: An Analysis of Pedagogical Experience
- 作者: Kovalenko I.V.1, Skvortsova T.P.2
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隶属关系:
- Peoples’ Friendship University of Russia (RUDN University)
- Institute of Art Education and Cultural Studies of the Russian Academy of Education
- 期: 卷 19, 编号 2 (2022): Digital Society as a Cultural and Historical Context of Personality Development
- 页面: 382-392
- 栏目: EDUCATION IN THE DIGITAL ENVIRONMENT
- URL: https://journals.rcsi.science/2313-1683/article/view/326112
- DOI: https://doi.org/10.22363/2313-1683-2022-19-2-382-392
- ID: 326112
如何引用文章
详细
Game technologies (including computer-based ones) applied for teaching English have long occupied an important and permanent place in the structure of the lesson. They are very helpful in developing intercultural communicative competences as well as increasing motivation and self-organization. The purpose of this study is to objectively show how game methods of work and gamification techniques are actually implemented by modern teachers in English classes in both full-time and distance education. The theoretical significance of the study lies in the analysis of empirical psychological and pedagogical research on the problems of teaching English by both domestic and foreign scientists, on the basis of which the authors have compiled a questionnaire to summarize the experience of English teachers, classify electronic games and gamification techniques in the classroom. The study sample consisted of 48 English teachers with teaching experience from 1 to 13 years, the age range of their students being from 3 to 60 years old. The teachers used the questionnaire to analyze their experience in using gamification techniques and game technologies both in face-to-face and online lessons. All the teachers used game methods of work and gamification techniques in their classes regardless of the students’ age. The games that the teachers included in their lessons could be conveniently classified into didactic games (used by two-thirds of the teachers), multiplayer cooperation games (included by every fifth teacher) and hidden object games with a non-linear plot (used in class by a quarter of the teachers in the sample). Most of the teachers who used the gamification techniques noted a steady increase in students’ motivation in the classroom. The practical significance of the research results lies in the possibility of building an individual trajectory of self-education and professional development of English language teachers both in basic and in supplementary education. The generalized practical experience of the teachers who participated in the study can be used as the basis for methodological and pedagogical recommendations for improving informational and communicational competences and pedagogical skills of English language teachers.
作者简介
Irina Kovalenko
Peoples’ Friendship University of Russia (RUDN University)
Email: 191919676767@mail.ru
ORCID iD: 0000-0003-1451-016X
Senior Teacher of Additional Education, Institute of Foreign Languages
6 Miklukho-Maklaya St, Moscow, 117198, Russian FederationTatyana Skvortsova
Institute of Art Education and Cultural Studies of the Russian Academy of Education
编辑信件的主要联系方式.
Email: tanechk-a@bk.ru
ORCID iD: 0000-0002-9056-4461
PhD in Education, is Scientific Secretary
8 Pogodinskaya St, bldg 1, Moscow, 119121, Russian Federation参考
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