EFFECTIVE USE OF COMPUTER GAMES AS AN EDUCATIONAL RESOURCE IN THE PROCESS OF FOREIGN LANGUAGE TEACHING

被引:0
作者
Seliutin, A. [1 ]
Seliutin, A. [1 ]
机构
[1] Chelyabinsk State Univ, Chelyabinsk, Russia
来源
12TH INTERNATIONAL CONFERENCE OF EDUCATION, RESEARCH AND INNOVATION (ICERI 2019) | 2019年
关键词
edutainment; ludonarrative; new educational technologies; foreign language learning; educational games;
D O I
暂无
中图分类号
G40 [教育学];
学科分类号
040101 ; 120403 ;
摘要
Any language learning (both native and foreign) may include entertaining technologies (which leads us to the importance of edutainment), using the linguistic creative potential of computer games (both online and local). The creative ludonarrative and emerging into the game environment encourage the increasing motivation of a student towards the perception of the language content, necessary to fulfill certain tasks: promotion of the game status, game processing, accurate and detailed understanding of what is happening. Thus, the importance of the language as the tool of communication and interaction is acute because it is used to achieve a purpose of any game. The main objective of the article is to firstly focus on the study of linguocreative abilities of study texts, oriented on the contemporary digital educational environment and to prove their effectiveness for foreign language learning. As the main method of the research the authors used the pedagogical experiment as the means of verification of the theoretical and empirical data about the use of computer games in learning a language. Making the survey material of the final stage of the pedagogical experiment the researchers focused on the subjective perception of such indexes as success/failure, progress/regress, increase/decrease of interest to learning the language, use/misuse of the applied method of learning a foreign language, reflecting the personal perception of changes in the traditional educational process. The article describes the results of the experiment conducted in the Chelyabinsk State University, and it supports the idea about the possibility and necessity of implementation of new technologies (game technologies firstly) into the practice of learning a foreign language which meets the needs and abilities of modern students. So the gamification of the educational process allows using the game as an educational resource, and the flexibility and mobility of the language, speech mechanisms, mobility of language means allow accumulating the unique text material focused on the "clever" consumption and its appliance as the study material. The research of linguocreative potential of computer games conducted among the students of the Chelyabinsk State University, studying at the humanitarian faculties and learning the foreign (English) language, proved the presence of educational potential of electronic games, increasing the subjective effectiveness of a foreign (non-native) language, vividly demonstrated the presence of linguocreative elements in the speech field of the game process, positively influencing the perception of lexical units and variants of their use.
引用
收藏
页码:1759 / 1763
页数:5
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