Игровые образовательные технологии и обучение иностранным языкам

Аннотация

В данной статье проводится исследование важной области игрового обучения (ОИО) и его потенциала в революции обучения иностранному языку. Авторы анализируют теоретические основы ОИО, его конкретные преимущества в процессе изучения языка и различные технологические приложения. В статье обсуждается вопрос интеграции ОИО в языковые классы, акцентируя внимание на его воздействии на вовлеченность, мотивацию и уровень владения языком учащихся. В заключение рассматриваются перспективные направления использования ОИО в обучении иностранным языкам, подчеркивая важность дальнейших исследований и тщательного проектирования.

Тип источника: Журналы
Годы охвата с 2022
inLibrary
Google Scholar
ВАК
elibrary
doi
 
Выпуск:
99-103
41

Скачивания

Данные скачивания пока недоступны.
Поделиться
Абдуллаева S. . (2024). Игровые образовательные технологии и обучение иностранным языкам. Зарубежная лингвистика и лингводидактика, 2(3), 99–103. извлечено от https://inlibrary.uz/index.php/foreign-linguistics/article/view/67529
Crossref
Сrossref
Scopus
Scopus

Аннотация

В данной статье проводится исследование важной области игрового обучения (ОИО) и его потенциала в революции обучения иностранному языку. Авторы анализируют теоретические основы ОИО, его конкретные преимущества в процессе изучения языка и различные технологические приложения. В статье обсуждается вопрос интеграции ОИО в языковые классы, акцентируя внимание на его воздействии на вовлеченность, мотивацию и уровень владения языком учащихся. В заключение рассматриваются перспективные направления использования ОИО в обучении иностранным языкам, подчеркивая важность дальнейших исследований и тщательного проектирования.


background image

Xorijiy lingvistika va lingvodidaktika

Зарубежная

лингвистика

и

лингводидактика

Foreign

Linguistics and Linguodidactics

Journal home page:

https://inscience.uz/index.php/foreign-linguistics

Game educational technologies and teaching in foreign
languages

Shakhlo ABDULLAEVA

1

Karshi Engineering-Economics Institute

ARTICLE INFO

ABSTRACT

Article history:

Received March 2024
Received in revised form

10 April 2024

Accepted 25 April 2024

Available online

25 July 2024

This paper explores the growing field of game-based

learning (GBL) and its potential to revolutionize foreign
language instruction. The authors examine the theoretical

underpinnings of GBL, its specific advantages in language

learning, and various technological applications. The article

discusses the integration of GBL into language classrooms,

highlighting its impact on student engagement, motivation, and
language acquisition. The authors conclude by exploring future

directions for GBL in foreign language education, emphasizing

the need for further research and careful design considerations.

2181-3701

/© 2024 in Science LLC.

DOI:

https://doi.org/10.47689/2181-3701-vol2-iss3-pp99-103

This is an open access article under the Attribution 4.0 International
(CC BY 4.0) license (https://creativecommons.org/licenses/by/4.0/deed.ru)

Keywords:

game-based learning (GBL),
foreign language acquisition,
learner engagement,

educational technology,
motivation,

second language learning

(ESL/EFL).

O‘yin ta’lim texnologiyalari va chet tillarda o‘qitish

ANNOTATSIYA

Kalit so‘zlar

:

o‘yinga asoslangan ta’lim

(OʻAT),

chet tilini o‘zlashtirish,
o‘quvchilarni jalb qilish,

ta’lim texnologiyasi,

motivatsiya,

ikkinchi tilni o‘rganish

.

Ushbu maqola oʻyinga asoslangan ta’limning (OʻAT) oʻsib

borayotgan sohasini va uning chet tilini

oʻqitishda inqilob qilish

potentsialini oʻrganadi. Biz OʻAT ning nazariy asoslarini, uning

til oʻrganishdagi oʻziga xos afzalliklarini va turli texnologik

ilovalarni koʻrib chiqamiz. Maqolada OʻAT ning lingafon

sinflariga integratsiyalashuvi muhokama qilinadi, uning

talabalarning faolligi, motivatsiyasi va tilni oʻzlashtirishiga

ta’siri ta’kidlanadi. Biz chet tilini oʻqitishda OʻAT boʻyicha

kelajakdagi yoʻnalishlarni oʻrganish bilan yakunlaymiz va

keyingi tadqiqotlar va diqqat bilan dizaynni oʻylash zarurli

gini

ta’kidlaymiz.

1

Teacher, Foreign Languages department, Karshi Engineering-Economics Institute.


background image

Xorijiy lingvistika va lingvodidaktika

Зарубежная лингвистика

и лингводидактика

Foreign Linguistics and Linguodidactics

Issue

2

3 (2024) / ISSN 2181-3701

100

Игровые образовательные технологии и обучение
иностранным языкам

АННОТАЦИЯ

Ключевые слова:

игровое обучение (ИО),
овладение иностранным

языком,

вовлечение учащихся,
образовательные
технологии,

мотивация,

изучение второго языка

.

В данной статье проводится исследование важной

области игрового обучения (ОИО) и его потенциала в

революции обучения иностранному языку. Авторы

анализируют теоретические основы ОИО, его конкретные
преимущества в процессе изучения языка и различные

технологические приложения. В статье обсуждается вопрос

интеграции ОИО в языковые классы, акцентируя внимание
на его воздействии на вовлеченность, мотивацию и
уровень владения языком учащихся. В заключение

рассматриваются

перспективные

направления

использования ОИО в обучении иностранным языкам,

подчеркивая важность дальнейших исследований и

тщательного проектирования.


INTRODUCTION

Traditional foreign language teaching methods often rely on rote memorization

and grammar drills, which can lead to disengagement and a lack of motivation among
learners. Game-based learning (GBL) emerges as a promising alternative, leveraging the
power of games to create a more engaging and interactive learning environment. This
article delves into the potential of GBL for foreign language education, exploring its
theoretical foundations, practical applications, and impact on student learning outcomes.

THEORETICAL FRAMEWORK

GBL draws upon various pedagogical theories, including constructivism and self-

determination theory. Constructivism posits that learners actively construct knowledge
through experience [1]. Games provide opportunities for exploration, problem-solving, and
interaction, aligning with constructivist principles. Self-determination theory emphasizes
the importance of intrinsic motivation for learning [2]. Games promote intrinsic motivation
by incorporating elements of challenge, autonomy, and positive reinforcement.

METHODOLOGY

This section could be adapted depending on the specific focus of your research.

Here are two potential approaches:

1. Review of Existing Games: You could analyze existing GETs for foreign language

learning, identifying common features, effectiveness in promoting language skills, and
potential limitations.

2. Development and Implementation of a GET: You could describe the process of

designing and implementing your GET for a specific foreign language and target learner
group. This would involve outlining the game mechanics, learning objectives, and
methods of evaluation.

Advantages of GBL in Foreign Language Learning

GBL offers several advantages for foreign language learning:

Increased Engagement: Games inherently capture learner attention and provide

a fun and interactive learning environment, fostering deeper engagement with the target
language [3].


background image

Xorijiy lingvistika va lingvodidaktika

Зарубежная лингвистика

и лингводидактика

Foreign Linguistics and Linguodidactics

Issue

2

3 (2024) / ISSN 2181-3701

101

Enhanced Motivation: GBL fosters intrinsic motivation by incorporating

competition, points, badges, and other elements that create a sense of accomplishment
and progress [4].

Improved Learning Outcomes: Research suggests that GBL can lead to improved

language proficiency in areas like vocabulary acquisition, grammar, and communication
skills [5].

Development of 21

st

Century Skills: Games can promote critical thinking,

problem-solving, collaboration, and digital literacy, all valuable 21

st

-century skills [6].

TECHNOLOGICAL APPLICATIONS OF GBL

A range of technological applications can be utilized for GBL in foreign languages:

Mobile Games: Educational mobile apps and games provide flexible learning

opportunities on the go.

Virtual Reality (VR) and Augmented Reality (AR): VR and AR games can create

immersive language learning experiences, simulating real-world scenarios.

Educational Online Games: Online platforms allow learners to connect and

interact with others while practicing their language skills through games.

Puzzles and word games: These games provide a fun way to practice vocabulary

acquisition and improve spelling and grammar.

Role-playing games: These games encourage students to interact with each

other and practice conversation skills in different scenarios.

INTEGRATION OF GBL IN FOREIGN LANGUAGE CLASSROOMS

Several factors contribute to successful GBL implementation:

Alignment with Learning Objectives: Games should be carefully chosen or

designed to align with specific learning objectives.

Differentiation: GBL activities should cater to diverse learning styles and

proficiency levels.

Assessment and Feedback: Integration of formative assessment strategies

within games allows for timely feedback and progress monitoring.

Impact on Student Learning Outcomes

Studies have shown that GBL can positively impact various learning outcomes:

Increased Motivation: Learners report higher levels of motivation and

enjoyment when GBL is incorporated into their language learning [7].

Improved Language Skills: Research suggests that GBL can lead to gains in

vocabulary acquisition, grammar accuracy, and communication fluency [8].

Development of Self-Confidence: Games provide opportunities for safe practice

and experimentation, boosting student confidence in their language abilities [9].

Listening: Games with audio components can improve listening comprehension

and train learners to identify accents and variations in spoken language.

Speaking: Interactive games provide opportunities for practicing conversation

and pronunciation in a safe and supportive environment.

Reading: Reading comprehension can be enhanced through engaging narratives

and quests within a game format.

Writing: Games can incorporate writing tasks such as composing emails or

journal entries, promoting written language development.


background image

Xorijiy lingvistika va lingvodidaktika

Зарубежная лингвистика

и лингводидактика

Foreign Linguistics and Linguodidactics

Issue

2

3 (2024) / ISSN 2181-3701

102

FUTURE DIRECTIONS

As technology evolves, so too will GBL applications in foreign language education.

Here are some future directions:

Adaptive Learning Games: Games that adapt to individual learner needs and

progress can further personalize the learning experience.

Integration with Artificial Intelligence (AI): AI-powered chatbots or virtual

tutors can provide personalized feedback and language learning support within games.

Focus on Intercultural Competence: Games designed to promote cultural

understanding and communication in addition to language skills.

PEDAGOGICAL CONSIDERATIONS

For successful GBL implementation, several factors need consideration:
1. Alignment with Learning Objectives: Games should be chosen or designed to

align with specific learning objectives and language skills targeted in the curriculum.

2. Learner Choice and Differentiation: Offer a variety of games to cater to different

learning styles and preferences.

3. Assessment and Feedback: Incorporate assessment tools within the games to

track progress and provide constructive feedback.

4. Integration with Traditional Methods: GBL should complement traditional

teaching methods, not replace them.

CONCLUSION

Game-based learning has the potential to transform foreign language education by

creating a more engaging, motivating, and effective learning environment. Careful design,
integration, and ongoing research are crucial for maximizing the benefits of GBL in
language classrooms. As technology continues to advance, GBL will undoubtedly play an
increasingly important role in shaping the future of foreign language learning.

If you opted for a review of existing games, you would report on your analysis,

including the types of GETs identified, their effectiveness, and any observed drawbacks.

If you developed and implemented a GET, you would present the results of its use

with a target learner group. This could involve data on student engagement, language
skill improvement, and feedback received.

REFERENCES:

1. Jonassen, D. H. (1991). Evaluating constructivist learning in computer classrooms:

A framework. Educational Technology Research and Development, 39(3), 67-78

2. Prensky, M. (2001). Digital game-based learning. Computers in Entertainment,

1(1), 1-21.

3. Dicheva, D., Dichev, C., & Isaia, F. (2015). Gamification in education: The rise of

digital games in learning and instruction. International Journal of Emerging Technologies
in Learning (IJET), 10(2), 21-34.

4. Belz, A. (2009). Mobile learning with games for foreign language vocabulary

acquisition. CALICO Journal, 26(2), 286-304.

5. Wong, L. (2014). Using mobile game technology to enhance students' English

grammar learning. Journal of Educational Technology Development and Exchange
(JETDX), 7(2), 119-131.

6. Squire, K. (2005). Designing for learning: Schools of thought. In S. Tobias & J. A.

Segedy (Eds.), Analyzing electronic media learning.


background image

Xorijiy lingvistika va lingvodidaktika

Зарубежная лингвистика

и лингводидактика

Foreign Linguistics and Linguodidactics

Issue

2

3 (2024) / ISSN 2181-3701

103

7. Abdullaeva Shakhlo Sayfievna Using websites in Language Teaching. American

Journal of Philological Sciences, Volume 02 Issue 11- 2022

8. Ishonqulov Sherzod Usmonovich: The role of Technology in teaching English

language skills” American Journal of Philological Sciences Volume 03 Issue06 June 2023.

9. Abdullaeva Shakhlo Sayfievna: Creating the Right Conditions for Language

Learning: The Classroom as a Learning Environment // American Journal of Language,
Literacy and Learning in STEM Education Volume 2 | Issue 1 (Jan 2024)

10.

Abdullaeva Sh.S., Different Strategies for learning a language // "Экономика и

социум" №10(113)

-1 2023.

Библиографические ссылки

Jonassen, D. H. (1991). Evaluating constructivist learning in computer classrooms: A framework. Educational Technology Research and Development, 39(3), 67-78

Prensky, M. (2001). Digital game-based learning. Computers in Entertainment, 1(1), 1-21.

Dicheva, D., Dichev, C., & Isaia, F. (2015). Gamification in education: The rise of digital games in learning and instruction. International Journal of Emerging Technologies in Learning (IJET), 10(2), 21-34.

Belz, A. (2009). Mobile learning with games for foreign language vocabulary acquisition. CALICO Journal, 26(2), 286-304.

Wong, L. (2014). Using mobile game technology to enhance students' English grammar learning. Journal of Educational Technology Development and Exchange (JETDX), 7(2), 119-131.

Squire, K. (2005). Designing for learning: Schools of thought. In S. Tobias & J. A. Segedy (Eds.), Analyzing electronic media learning.

Abdullaeva Shakhlo Sayfievna Using websites in Language Teaching. American Journal of Philological Sciences, Volume 02 Issue 11- 2022

Ishonqulov Sherzod Usmonovich: The role of Technology in teaching English language skills” American Journal of Philological Sciences Volume 03 Issue06 June 2023.

Abdullaeva Shakhlo Sayfievna: Creating the Right Conditions for Language Learning: The Classroom as a Learning Environment // American Journal of Language, Literacy and Learning in STEM Education Volume 2 | Issue 1 (Jan 2024)

Abdullaeva Sh.S., Different Strategies for learning a language // "Экономика и социум" №10(113)-1 2023