Авторы

  • Турсуной Равшанова
    старший преподаватель, факультет иностранных языков, Джизакский государственный педагогический институт, Джизак, Узбекистан
  • Назира Абраимова
    старший преподаватель, факультет иностранных языков, Джизакский государственный педагогический институт, Джизак, Узбекистан

DOI:

https://doi.org/10.47689/2181-1415-vol3-iss3/S-pp515-519

Ключевые слова:

модель учебной программы ролевые игры тематическое исследование ESP процедура процесс учащиеся

Аннотация

Эта статья посвящена использованию модели учебной программы в обучении английскому языку. В нем анализируется роль модели учебной программы в образовании.


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Society and innovations

Journal home page:

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The role of curriculum model in teaching English

Tursunoy RAVSHANOVA

1

, Nazira ABRAIMOVA

2

Jizzakh state pedagogical institute

ARTICLE INFO

ABSTRACT

Article history:

Received February 2021
Received in revised form

28 February 2022

Accepted 20 March 2022

Available online

15 April 2022

This article is about using curriculum model in teaching

English. It analyzes the role of curriculum model in Education.

2181-

1415/©

2022 in Science LLC.

DOI:

https://doi.org/10.47689/2181-1415-vol3-iss3/S-pp

515-519

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:

curriculum model,

role-plays,

case study,

ESP,

procedure,

process,

learners.

Ingliz tilini o‘qitishda o‘quv dasturi modelining o‘rni

ANNOTATSIYA

Kalit so‘zlar

:

o‘

quv dasturi modeli,

rolli

o‘

yinlar,

amaliy ish,

ESP,

protsedura,

jarayon,

o‘

quvchilar.

Ushbu maqolada ingliz tilini

o‘

qitishda

o‘

quv dasturlari

modelidan foydalanish haqida s

o‘

z boradi. Unda

o‘

quv dasturi

modelining ta

limdagi

o‘

rni keng tahlil qilinadi.

1

Senior teacher of the Foreign Languages Faculty. Jizzakh state pedagogical institute.

2

Senior teacher of the Foreign Languages Faculty. Jizzakh state pedagogical institute.


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Роль модели учебной программы в обучении

английскому языку

АННОТАЦИЯ

Ключевые слова:

модель учебной

программы,

ролевые игры,

тематическое

исследование,

ESP,

процедура,

процесс,

учащиеся.

Эта статья посвящена использованию модели учебной

программы в обучении английскому языку. В нем

анализируется роль модели учебной программы в

образовании.

The curriculum model can be a combination of

procedure

and

process

. At the

beginning of the situation simulation, the student’s own activity is critical to learning, but

the tasks must be chosen by the teacher, thus Skehan talks about the procedure of the

learning process [20]. For example, at the beginning of a game, such as the famous people

game described by Ladousse, students can be put into a simple role-play situation [15]. In

this simple guessing game, the student takes on the role of a well-known person.

The students in the group ask this student questions to guess the name of the

person the student represents. The games that follow this simple RPG include more

challenges. Simulation of game situations that occurs over several periods of learning

allows students to control the nature of interactions [20].

This can

be done, for example, through a “project competition” [15]. In this role

play, students simulate situations that are directly related to them. They decide what

situation to role-play, what question to choose as part of the activity to study, how to

define the roles of participants, etc. Learning activities.

The method of simulation, role-playing (especially when a convergent model is

used) meets the following four criteria of Skehan: for task-based learning, meaning is

primary; there is a goal in the direction towards which you need to move; activities are

evaluated when specific results are achieved; there are real relationships. Activity in the

classroom therefore does not focus on the language itself, but focuses on goals and

actions that can be defined by the teacher or students [20].

Sadow gives an interesting example of the activity of students and teachers in a

simple role-playing game [17]. The teacher tells a group of students that they are aliens

making first contact with terrestrial objects such as toothbrushes, watches, light bulbs

and keys. Without referring to human civilization, participants must draw conclusions

about the functions of these objects. This role play or similar creative activities will

encourage students to use their imagination and engage in a process of reflection and

communication in a foreign language.

In more complex role-

plays, the teacher’s activities may be more detailed and the

students’ activities may be more specific.

The teacher can, for example, bring handouts or

have students read the Case Study, give a clear definition of the role play situation, hand

out cards that describe the role the student is to play. Such situation modeling can be

applied to language teaching in many areas such as technical English, English for business

and industry, English for tourism, service and international relations. Moreover, role-

playing/simulation should be included in the professional training programs for teachers

of foreign languages.


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The role of students

Traditionally, learner roles have been specifically defined using the role-playing,

simulation, either through verbal directions or using role-playing output cards.
Nevertheless, Kaplan speaks against role-playing games that focus solely on given themes
using specific areas of vocabulary, due to the fact that such games do not promote
spontaneous movement conversation [14].

Possibly the best model for the student role when using the role-playing /

simulation method, this is the so-

called “tapestry approach”

[19].

Students according to this approach should be active and control the process of

their learning. Students must help teachers to select topics and tasks and provide
teachers with detailed information about course of study. In a role play/simulation it is
can be achieved through the

project competition

mentioned above, or similar divergent

simulations.

Students get some new features in role play/simulation such features, to which

they may not be accustomed [10]. Burns and Gentry recommend teachers understand the
level of knowledge that students have and pay close attention the introduction of
empirical exercises to encourage the activities of students. This advice seems even more
relevant to students, who are accustomed to the dominant role of the teacher in the
classroom, and who may have gaps in knowledge that makes use ofrole-playing method
is complex and problematic.

The role of the teacher

The teacher defines the overall structure role-playing game, but, as a rule, does not

accept her active partic

ipation after the structure games defined. According to Jones, “the

teacher becomes the traffic controller and controls the game in the same way that the
traffic controller traffic, helping transport flow to avoid bottlenecks, but not specifically
in which

direction to move” [13]. This is consistent with Scarsell’s views.

The teacher’s traditional central role in the classroom is relegated to the

background, and students are free to interact with each other based on spontaneous
cognitive impulses. This reduces the level of student anxiety and facilitates the learning
process [19].

The teacher should take on some additional role-playing responsibilities. game /

simulation. In particular, it should keep students motivated by stimulating them curiosity
and choosing such material for learning that supports the irresistible desire to learn and
learn new things [10].

The role of teaching materials

Because simulations are real life scenarios, teaching materials should simulate

what might be used in a real situation. Role-playing in the alien games mentioned above,
toothbrushes, watches, light bulbs and keys can be studied by

aliens from other

civilizations

.

An even more striking example of a simulation that resembles real life and using

real life materials, offers Kaplan, who claims to be able to handle unpredictability and
build confidence in one can not only at the expense of individual exercises, but through
the use of role-playing games on a real basis [14]. For achievement To this end, she
describes a simulation called

A game of hosting foreign guests

, intended for students

learning French as a foreign language before sending to work in a French-speaking
country. Role-playing the game centers around the smorgasbord at a dinner for native


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French speakers in Washington. Students plan and conduct lunch, talking in French
during lunch, and also meet with the guests after summarizing the game. Written self-

assessment and evaluation of each other’s activities were very favorable, the students

wrote that this activity contributed to the development confidence in oral
communication French.

One of the problems associated with educational materials is what Skehan calls

conspiracy of uniformity

that the publishers created [20]. Role-playing game

Competition of projects

, mentioned above is one of the ways avoid this problem by

adapting the material to the needs of individual learners. Simulations developed by
students on their own can be used in the future both in their own group and in classes
with other groups.

Game process The role-play process described here uses the Ladousse [15] format

applied in

Playing on an Island

, a simulation described by Kru-callas [18]. Ladousse

considers process as one of 11 factors in role-playing games [15]. These factors are: level,
time, goal, language, organization, preparation, warm-up, process, follow-up analysis,
analysis and comments, variability. Various role-playing exercises described in terms of
these factors.

The level shows the minimum (and sometimes and maximum) the degree of

activity of students. Time may depend on whether students need to read articles, reports,
etc. The goal indicates the broader objective of each activity, such as building confidence,
development of a

sense

of language. The language indicates which structures, functions,

skills, intonation students may need samples. The organization describes whether the
activity involves pair or group work, and in the last case

how many students should be

in each group.

Preparation shows all it should be done before class. The warm-up involves

verbalizing ideas to keep students focused and interested. The process includes a step by
step guide to the activity. Richards, for example, re-recommends an order of six steps for
a role play games: preliminary activities, samples dialogues, learning to use role cards,
listening to recordings of native speakers participating in role-playing games with role-
playing cards, analysis of performance results and feedback [16]. However, many role-
playing games do not follow the sequence of the above actions, they do not have to
comply with such restrictive guidelines [14].

Game follow-up indicates what is done after the role play is completed, possibly as

homework. Comments may represent general interest or may be warnings of special
difficulties that may arise. Role play options can be used with different types of groups or
at different stages of learning.

You can apply 11 Ladousse factors to

Game on the island

[15].

Playing on the

Island

brings the group together through collective decision-making activities that

contribute to development of a range of skills in the use foreign language. An artificial a
situation in which a group from a ship that had run aground landed on an island. eruption
volcano will start in 30-60 minutes, so the plan evacuation must be implemented quickly.
There is lifeboats to carry everyone to a safe place on neighboring islands, but consensus
of the whole group must be reached on who will go where, with whom, etc.


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REFERENCES:

1.

Richards J.C. & Rodgers T.S. (1986). Approaches and methods in language

teaching. Cambridge: Cambridge University Press.

PP. 45

48.

2.

Sadow S.A. (1987). Speaking and listening: imaginative activities for the

language class. In W.M. Rivers (Ed.), Interactive language teaching (PP. 33

43).

Cambridge: Cambridge University Press.

3.

Scarcella R. & Crookall D. Simulation/gaming and language acquisition. In

D. Crookall & R.L. Oxford (Eds.), Simulation, gaming, and language learning. New York:
Newbury House. 1990.

PP. 223

230.

4.

Scarcella R. & Oxford R.L. (1992). The tapestry of language learning. Boston:

Heinle and Heinle. PP. 235

238.

5.

Skehan P. (1998b). Task based instruction. In Grahe W. (Ed.), Annual review of

applied linguistics. Cambridge: Cambridge University Press.

PP. 268

286.

Библиографические ссылки

Richards J.C. & Rodgers T.S. (1986). Approaches and methods in language teaching. Cambridge: Cambridge University Press. – PP. 45–48.

Sadow S.A. (1987). Speaking and listening: imaginative activities for the language class. In W.M. Rivers (Ed.), Interactive language teaching (PP. 33–43). Cambridge: Cambridge University Press.

Scarcella R. & Crookall D. Simulation/gaming and language acquisition. In D. Crookall & R.L. Oxford (Eds.), Simulation, gaming, and language learning. New York: Newbury House. 1990. – PP. 223–230.

Scarcella R. & Oxford R.L. (1992). The tapestry of language learning. Boston: Heinle and Heinle. PP. 235–238.

Skehan P. (1998b). Task based instruction. In Grahe W. (Ed.), Annual review of applied linguistics. Cambridge: Cambridge University Press. – PP. 268–286.