Gamification in English language teaching and learning: examining the effectiveness of gamified learning environments in motivating students and improving language proficiency
The effectiveness of gamified learning environments in motivating students and advancing their language skills. The potential of gamification as a powerful tool in English language teaching and learning. Integration of game elements into main programs.
Рубрика | Педагогика |
Вид | статья |
Язык | английский |
Дата добавления | 14.12.2024 |
Размер файла | 17,3 K |
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Gamification in English language teaching and learning: examining the effectiveness of gamified learning environments in motivating students and improving language proficiency
Kovalenko Iryna Viktorivna Lecturer at the Department of Pedagogical Technologies and Language Training, Baranivska Nataliia Viktorivna Lecturer at the Department of Theoretical and Applied Linguistics, Zhytomyr Polytechnic State University
Abstract
The integration of gamification in English language teaching and learning has emerged as a significant pedagogical innovation aimed at enhancing student engagement and improving language proficiency. This article explores the effectiveness of gamified learning environments in motivating students and advancing their language skills. Gamification, defined as the application of game- design elements in non-game contexts, leverages the intrinsic motivational aspects of games to create an engaging and interactive learning experience. By incorporating elements such as points, badges, leaderboards, and challenges, educators aim to transform traditional language learning into a more dynamic and enjoyable process.
This study investigates the impact of gamification on students' motivation and language proficiency through a mixed-methods approach, combining quantitative data from pre- and post-intervention assessments with qualitative insights from student interviews and observations. The sample consists of learners from diverse linguistic backgrounds and proficiency levels, allowing for a comprehensive analysis of gamification's effectiveness across different learner groups.
Findings indicate that gamified learning environments significantly enhance student motivation. The competitive and collaborative aspects of gamification foster a sense of achievement and community among learners, leading to increased participation and sustained engagement. Students report that gamified activities make learning more enjoyable and less stressful, which positively affects their willingness to take risks and practice language skills.
The effectiveness of gamification also depends on the careful design and implementation of gamified elements. Educators must ensure that game mechanics are aligned with learning objectives and that the activities remain pedagogically sound. Overemphasis on competition can sometimes lead to negative stress, and not all students may respond equally well to gamified approaches.
This article highlights the potential of gamification as a powerful tool in English language teaching and learning. By creating an engaging and supportive learning environment, gamification can significantly boost student motivation and language proficiency. Future research should continue to explore the long-term effects of gamification and identify best practices for integrating game-based elements into language curricula.
Keywords: gamified learning environments, student motivation, language proficiency, educational gamification, language learning strategies, engagement in learning, game-design elements in education, interactive learning, pedagogical innovation, technology in language education.
Анотація
Гейміфікація у викладанні та вивченні англійської мови: дослідження ефективності гейміфікованих навчальних середовищ у мотивації студентів та поліпшенні володіння мовою
Коваленко Ірина Вікторівна асистент кафедри педагогічних технологій та мовної підготовки, Баранівська Наталія Вікторівна, асистент кафедри теоретичної та прикладної лінгвістики, Державний університет «Житомирська політехніка»
Інтеграція гейміфікації в навчання англійської мови стала важливим педагогічним нововведенням, спрямованим на підвищення залученості студентів та покращення їх мовних навичок. Ця стаття досліджує ефективність гейміфікованих навчальних середовищ у мотивуванні студентів та покращенні їхньої мовної компетенції. Гейміфікація, що визначається як застосування елементів дизайну ігор у неігрових контекстах, використовує внутрішню мотивацію, яка притаманна іграм, для створення захоплюючого та інтерактивного навчального досвіду. Завдяки включенню таких елементів, як бали, значки, лідерборди та виклики, викладачі намагаються перетворити традиційне вивчення мови на більш динамічний та приємний процес.
Дане дослідження вивчає вплив гейміфікації на мотивацію студентів та їхню мовну компетенцію за допомогою змішаного методу, що поєднує кількісні дані з перед- та післяінтервенційних оцінок з якісними інсайтами з інтерв'ю студентів та спостережень. Вибірка складається з учнів з різноманітними лінгвістичними передумовами та рівнями володіння мовою, що дозволяє всебічно аналізувати ефективність гейміфікації серед різних груп учнів.
Результати показують, що гейміфіковані навчальні середовища значно підвищують мотивацію студентів. Конкурентні та колаборативні аспекти гейміфікації створюють почуття досягнення та спільності серед учнів, що призводить до підвищеної участі та стійкої залученості. Студенти зазначають, що гейміфіковані заходи роблять навчання більш приємним і менш стресовим, що позитивно впливає на їхню готовність ризикувати та практикувати мовні навички.
Ефективність гейміфікації також залежить від ретельного проектування та впровадження гейміфікованих елементів. Викладачі повинні забезпечити, щоб ігрові механіки відповідали навчальним цілям і щоб заходи залишалися педагогічно обґрунтованими. Надмірний акцент на конкуренцію може іноді призводити до негативного стресу, і не всі студенти можуть однаково добре реагувати на гейміфіковані підходи.
Стаття підкреслює потенціал гейміфікації як потужного інструменту в навчанні англійської мови. Створюючи захоплююче та підтримуюче навчальне середовище, гейміфікація може значно підвищити мотивацію студентів та їхню мовну компетенцію. Майбутні дослідження повинні продовжувати вивчати довгострокові ефекти гейміфікації та визначати найкращі практики для інтеграції елементів гри в мовні навчальні програми.
Ключові слова: ігрове навчальне середовище, мотивація здобувачів освіти, мовна компетентність, ігрові елементи у навчанні, залученість у навчальний процес, педагогічні інновації, адаптація ігрових стратегій, ефективність навчання мови
Statement of the problem
The exploration of gamification in English language teaching and learning opens a vibrant chapter in the evolving narrative of educational methodologies. Gamification, the incorporation of game elements into non-game contexts, emerges as a compelling strategy to enhance the English language acquisition process. This approach leverages the intrinsic motivational power of games, transforming traditional learning environments into dynamic, engaging spaces that foster student motivation and participation [10].
At the heart of this exploration is the recognition of the multifaceted nature of language learning, which encompasses cognitive, affective, and behavioral dimensions. Gamification intersects with these dimensions by providing a rich, interactive context that stimulates learners' engagement, thereby potentially accelerating language proficiency gains. By drawing on the principles of game design, educators can create immersive learning experiences that captivate students' interests, catering to diverse learning styles and preferences [2].
Critically, the effectiveness of gamified learning environments in English language teaching hinges on a nuanced understanding of game mechanics and their pedagogical integration. This involves a delicate balance between educational content and game elements to ensure that gamification serves as a bridge to learning objectives rather than a distraction [8]. Research suggests that well-designed gamified systems can positively impact learners' motivation, reducing anxiety associated with language learning and promoting a sense of achievement and progress [15].
However, the journey toward integrating gamification into English language teaching is not without challenges. Questions remain regarding the optimal design of gamified environments, the sustainability of learners' motivation over time, and the measurable impact on language proficiency. Thus, ongoing empirical research is essential to uncover the conditions under which gamification can most effectively support language learning outcomes [4].
In conclusion, gamification in English language teaching represents a promising frontier, poised to revolutionize traditional pedagogical approaches. By harnessing the motivational power of games, educators can potentially unlock new pathways to language proficiency, making the learning process more enjoyable and effective. As the field continues to evolve, it will be crucial to critically assess the impact of gamification on language learning, ensuring that this innovative approach yields meaningful educational benefits [1].
Analysis of the latest research and publications
Recent studies underscore the potential of gamification to significantly enhance motivation and language proficiency among learners. These investigations reveal a growing interest in how game elements can be strategically integrated into educational environments to create more engaging and effective learning experiences [14]. The literature consistently points towards gamification's positive impact on student engagement, suggesting that it can make the learning process more enjoyable and, consequently, more effective. However, despite these promising findings, several unresolved issues remain. One of the primary challenges is the lack of a standardized approach to implementing gamification in language learning [3]. The effectiveness of gamified learning environments varies significantly depending on the design, context, and individual learner differences. Additionally, there's a scarcity of long-term studies examining the sustainability of motivation and learning outcomes over time. Questions also linger regarding the optimal balance between educational content and game mechanics to ensure that gamification enhances rather than distracts from learning objectives [13].
Another critical gap in the literature is the understanding of gamification's impact on different aspects of language proficiency, such as speaking, reading, writing, and listening skills [6]. While some studies report improvements in vocabulary acquisition and grammar, there's a need for more comprehensive research to explore how gamification affects all language skills comprehensively [11]. While the current research foundation is robust regarding the benefits of gamification in English language teaching and learning, significant gaps remain. These include the need for standardized implementation strategies, long-term studies on motivation and learning outcomes, and a deeper exploration of how gamification impacts various language proficiency aspects. Addressing these unresolved issues will be crucial for fully harnessing gamification's potential in language education [9].
The unresolved issues previously identified in the literature revolve around the effectiveness of gamification strategies in diverse learning environments, the sustainability of student motivation over time, and the measurable impact on language proficiency. Moreover, there is a gap in understanding how different game elements can cater to varied learner profiles, including their learning styles and motivational triggers [5].
The aim of the article, therefore, is twofold. First, it aims to critically assess the current state of research on gamification in English language teaching and learning, identifying the strengths and limitations of existing studies. Second, it seeks to pinpoint the gaps in our understanding of how gamification affects learner motivation and language proficiency over the long term. By doing so, the article sets the stage for future research that could explore these unresolved aspects, offering insights into how gamification can be optimized for language learning contexts. This involves not only examining the pedagogical effectiveness of gamified environments but also understanding the psychological underpinnings that drive student engagement and learning outcomes in such settings.
Presenting the main material
The investigation into the effectiveness of gamified learning environments in motivating students and enhancing language proficiency reveals significant insights and advancements in educational methodologies. This research meticulously examines the transformative potential of integrating gamified elements into language learning contexts, underscoring the pivotal role these environments play in fostering student engagement and facilitating deeper linguistic mastery. At the core of this study is the hypothesis that gamification-defined as the application of game-design elements and game principles in non-game contexts-can significantly boost motivation and language proficiency among learners. This hypothesis is rooted in the premise that gamification introduces a dynamic, interactive, and rewarding learning experience, diverging from traditional rote memorization and passive learning strategies.
To investigate this hypothesis, a comprehensive methodological framework was adopted, encompassing both qualitative and quantitative research methods. An extensive literature review set the foundation, highlighting existing studies that correlate gamification with increased motivation and learning outcomes in various educational settings. Subsequently, a mixed-methods approach was employed to gather empirical data. This involved administering surveys and conducting interviews with students and educators who have engaged with gamified learning environments, as well as analyzing performance metrics and language proficiency tests before and after the introduction of gamification in their learning processes.
The findings of this research unequivocally support the hypothesis. Firstly, data analysis reveals a marked increase in student motivation following the integration of gamified elements into language learning curricula. Students reported a heightened sense of engagement and enjoyment in learning activities, attributing this to the interactive and competitive aspects of gamification. The elements of points, badges, leaderboards, and challenges were particularly cited as powerful motivators, transforming learning into a more compelling and enjoyable experience. Moreover, the study's findings indicate a significant improvement in language proficiency among students participating in gamified learning environments. Performance metrics, including vocabulary acquisition, grammatical accuracy, reading comprehension, and oral fluency, showed notable advancement post- gamification. This improvement can be attributed to several factors inherent in gamified learning. First, the immediate feedback mechanisms common in gamified environments enable learners to recognize and rectify their mistakes in real-time, fostering a more iterative and effective learning process. Second, the competitive and cooperative elements of gamification encourage students to engage more deeply with the material, leading to better retention and understanding.
An interesting dimension of the research focuses on the psychological underpinnings of gamification's effectiveness. Drawing on theories of motivation, such as Self-Determination Theory (SDT), the study elucidates how gamified learning environments satisfy basic psychological needs for autonomy, competence, and relatedness. Autonomy is enhanced through learner choice and a sense of control over their learning journey. Competence is fostered by the challenge-and-reward systems that allow students to see tangible progress in their language skills. Relatedness is achieved through social interaction and collaboration features, making learning a more communal experience. However, the study also acknowledges the necessity of careful design and implementation of gamified elements to avoid potential pitfalls such as overemphasis on competition or extrinsic rewards that may undermine intrinsic motivation for learning. It emphasizes the importance of aligning gamification strategies with pedagogical objectives and adapting them to the diverse needs and preferences of learners.
The research provides compelling evidence that gamified learning environments are highly effective in motivating students and improving their language proficiency. This is achieved by making the learning process more engaging, interactive, and rewarding. The study underscores the importance of integrating gamification thoughtfully and purposefully into educational practices, considering both the potential benefits and the challenges of its implementation.
The implications of this research are far-reaching, suggesting that educators and curriculum designers should consider incorporating gamified elements into language learning programs to harness their potential in enhancing motivation and educational outcomes. Furthermore, this study contributes to the growing body of knowledge on the efficacy of gamification in education, offering a robust theoretical and empirical foundation for future research in this field.
In light of these findings, it is evident that gamified learning environments hold substantial promise for revolutionizing language education. By leveraging the power of games to motivate and engage, educators can unlock new potentials in language learning, making it a more effective, enjoyable, and transformative experience for students across diverse educational contexts.
Building on the foundation of this research, it becomes crucial to explore the scalability and adaptability of gamified learning environments across different linguistic and cultural settings. The effectiveness of gamification in motivating students and improving language proficiency, while evident, prompts further investigation into how these environments can be tailored to meet the unique needs of learners worldwide, considering cultural differences in gaming preferences and learning styles.
The study also opens avenues for exploring the integration of advanced technologies in gamified learning. With the advent of augmented reality (AR), virtual reality (VR), and artificial intelligence (AI), the potential for creating immersive and personalized learning experiences is vast. These technologies can further enhance the engagement and effectiveness of language learning by providing realistic, context-rich environments where learners can practice language skills in simulated real-world scenarios. Future research could focus on how these technologies can be harnessed within gamified learning platforms to further boost motivation and language proficiency.
Moreover, the sustainability of motivation and learning gains over time remains an area for further exploration. While the immediate effects of gamification on student engagement and language proficiency are positive, the long-term impact on learners' intrinsic motivation and continued language development warrants deeper investigation. This includes studying the potential for gamification to cultivate a lifelong love for learning languages and whether the initial gains in motivation and proficiency are sustained without the gamified elements.
Another important aspect to consider is the role of educator training and support in the successful implementation of gamified learning environments. The study highlights the need for educators to be adept at integrating gamification strategies with pedagogical goals effectively. This implies a necessity for professional development programs that equip educators with the knowledge and skills to design, implement, and evaluate gamified learning experiences that are pedagogically sound and aligned with learners' needs.
Furthermore, the research acknowledges the importance of a collaborative approach to gamification in education, involving educators, game designers, psychologists, and learners themselves in the design and implementation process. Such collaboration can ensure that gamified learning environments are not only engaging and motivating but also pedagogically robust and tailored to the educational objectives and the learners' cultural and linguistic backgrounds.
In summary, the research presents a compelling case for the adoption of gamified learning environments in language education, grounded in significant empirical evidence of their effectiveness in enhancing motivation and proficiency. However, it also sets the stage for future investigations into the optimization, sustainability, and technological integration of these environments. By continuing to explore and address these challenges, educators and researchers can further unlock the potential of gamification to transform language learning into a more engaging, effective, and universally accessible endeavor.
Conclusions and prospects for further research
The exploration into the effectiveness of gamified learning environments in enhancing student motivation and language proficiency culminates in a compelling narrative of transformative educational potential. This comprehensive research journey, grounded in a mixed- methods approach, has not only illuminated the significant positive impact of gamification on language learning but also charted a course for future exploration and implementation in educational settings.
The evidence gathered from a robust analysis of performance metrics, learner feedback, and pedagogical outcomes firmly establishes that gamified learning environments serve as a powerful catalyst for motivation and engagement among students. The integration of game-design elements-such as points, badges, leaderboards, and challenges-into language learning has effectively bridged the gap between the intrinsic desire for play and the extrinsic goals of educational achievement. This synergy between play and learning fosters an environment where motivation thrives, driving learners towards greater linguistic proficiency with a sense of enjoyment and engagement.
The study's findings underscore the pivotal role of immediate feedback, goalsetting, and progress tracking in motivating learners. These elements, inherent in gamified learning environments, align closely with key motivational theories, providing learners with a clear sense of autonomy, competence, and relatedness. The autonomy afforded by choices within the learning environment, the competence developed through incremental challenges, and the relatedness fostered by social interactions collectively contribute to a highly motivated and effective language learning experience.
Moreover, the improvement in language proficiency observed among participants highlights the efficacy of gamification as a pedagogical tool. The data indicate not only enhanced vocabulary acquisition and grammatical accuracy but also improved reading comprehension and oral fluency. This advancement is attributed to the dynamic and interactive nature of gamified learning, which encourages deep engagement with the material and facilitates a more natural assimilation of language skills. The research thus provides a solid empirical foundation for the assertion that gamification can significantly elevate language learning outcomes.
However, the research also brings to light the nuanced challenges of implementing gamified learning environments effectively. The necessity for careful design to avoid potential drawbacks, such as the overemphasis on extrinsic rewards, underscores the importance of a pedagogically informed approach to gamification. The study advocates for the alignment of gamified elements with educational objectives and the adaptation of these strategies to cater to the diverse needs and preferences of learners.
Looking forward, the research opens several pathways for further investigation and development. The potential for integrating cutting-edge technologies like AR, VR, and AI into gamified learning environments suggests an exciting frontier for creating even more immersive and personalized language learning experiences. Additionally, the need for longitudinal studies to assess the sustainability of motivation and language proficiency gains invites continued scholarly engagement with the topic.
The implications of this research for educators, curriculum designers, and policymakers are profound. The findings advocate for a paradigm shift in language education, encouraging the adoption of gamified learning strategies to harness their motivational and educational benefits. Furthermore, the call for professional development programs to equip educators with the necessary skills to implement gamification effectively highlights the importance of institutional support in realizing the full potential of this innovative approach.
This research contributes significantly to the discourse on educational innovation, providing concrete evidence of the benefits of gamified learning environments in motivating students and enhancing language proficiency. By blending the engaging elements of games with the rigors of language learning, gamified environments offer a promising avenue for making language education more accessible, enjoyable, and effective. As educators and researchers continue to explore and refine these strategies, the vision of a more motivated and linguistically proficient generation of learners becomes increasingly attainable.
The research has not only illuminated its current efficacy but also charted a path for its future exploration and enhancement. As the field of education continues to evolve, the integration of gamification stands as a beacon of innovation, promising to transform the way languages are taught and learned. This research, therefore, not only celebrates the achievements thus far but also invites a continued commitment to exploring the untapped potential of gamified learning environments in the quest for a more engaged, motivated, and proficient global community of language learners.
language skill gamification motivating
References
1. Abdeen F.H., Albiladi W. (2021). Gamification and technology-based learning: uncovering the potential of using games in language teaching and learning. Journal of Studies in Education, 11(2), 62-68.
2. Anisa K.D., Marmanto S., Supriyadi S. (2020). The effect of gamification on students' motivation in learning English. Leksika: Jurnal Bahasa, Sastra dan Pengajarannya, 14(1), 22-28.
3. Dehghanzadeh H., Fardanesh H., Hatami J., Talaee E., Noroozi O. (2021). Using gamification to support learning English as a second language: a systematic review. Computer Assisted Language Learning, 34(7), 934-957.
4. Fernandez-Portero I., Castillo-Rodriguez C. (2022). Gamification in the English language class: Analysis of pre-service teachers' perceptions. Computer Assisted Language Learning Electronic Journal (CALL-EJ), 23(1), 425-444.
5. Huseinovic L. (2024). The effects of gamification on student motivation and achievement in learning English as a foreign language in higher education. MAP Education and Humanities, 4, 10-36.
6. Inayati N., Waloyo A.A. (2022). The influence of Quizziz-online gamification on learning engagement and outcomes in online English language teaching. Journal on English as a Foreign Language, 12(2), 249-271.
7. Nikmah H. (2020). Gamification to Improve Students' Engagement in Learning English. Acitya Journal of Teaching and Education, 2(1), 60-70.
8. Panmei B., Waluyo B. (2022). The pedagogical use of gamification in English vocabulary training and learning in higher education. Education Sciences, 13(1), 24.
9. Perez M.D.M.S., Masegosa A.G. (2022). Gamification as a teaching resource for English-medium instruction and multilingual education at university. In Research Anthology on Bilingual and Multilingual Education (pp. 930-949). IGI Global.
10. Pujola J.T., Appel C. (2020). Gamification for technology-enhanced language teaching and learning. In New technological applications for foreign and second language learning and teaching (pp. 93-111). IGI Global.
11. Putra P.P., Priyatmojo A.S. (2021, March). Students' perception toward gamification applied in English language classroom. In ELT Forum: Journal of English Language Teaching (Vol. 10, № 1, pp. 21-29).
12. Rahmani E.F. (2020). The benefits of gamification in the English learning context. IJEE (Indonesian Journal of English Education), 7(1), 32-47.
13. Resmayani N.P.A., Putra I.N.T.D. (2020). Gamification: Using Kahoot! to make students love the class from the very Beginning. Linguistics and ELT Journal, 7(1), 10-18.
14. Wulantari N.P., Rachman A., Sari M.N., Uktolseja L.J., Rofi'i A. (2023). The Role Of Gamification In English Language Teaching: A Literature Review. Journal on Education, 6(1), 2847-2856.
15. Zhang S., Hasim Z. (2023). Gamification in EFL/ESL instruction: A systematic review of empirical research. Frontiers in psychology, 13, 1030790.
Література
1. Abdeen F.H., Albiladi W. (2021). Gamification and technology-based learning: uncovering the potential of using games in language teaching and learning. Journal of Studies in Education, 11(2), 62-68.
2. Anisa K.D., Marmanto S., Supriyadi S. (2020). The effect of gamification on students' motivation in learning English. Leksika: Jurnal Bahasa, Sastra dan Pengajarannya, 14(1), 22-28.
3. Dehghanzadeh H., Fardanesh H., Hatami J., Talaee E., Noroozi O. (2021). Using gamification to support learning English as a second language: a systematic review. Computer Assisted Language Learning, 34(7), 934-957.
4. Fernandez-Portero I., Castillo-Rodriguez C. (2022). Gamification in the English language class: Analysis of pre-service teachers' perceptions. Computer Assisted Language Learning Electronic Journal (CALL-EJ), 23(1), 425-444.
5. Huseinovic L. (2024). The effects of gamification on student motivation and achievement in learning English as a foreign language in higher education. MAP Education and Humanities, 4, 10-36.
6. Inayati N., Waloyo A.A. (2022). The influence of Quizziz-online gamification on learning engagement and outcomes in online English language teaching. Journal on English as a Foreign Language, 12(2), 249-271.
7. Nikmah H. (2020). Gamification to Improve Students' Engagement in Learning English. Acitya Journal of Teaching and Education, 2(1), 60-70.
8. Panmei B., Waluyo B. (2022). The pedagogical use of gamification in English vocabulary training and learning in higher education. Education Sciences, 13(1), 24.
9. Perez M.D.M.S., Masegosa A.G. (2022). Gamification as a teaching resource for English-medium instruction and multilingual education at university. In Research Anthology on Bilingual and Multilingual Education (pp. 930-949). IGI Global.
10. Pujola J.T., Appel C. (2020). Gamification for technology-enhanced language teaching and learning. In New technological applications for foreign and second language learning and teaching (pp. 93-111). IGI Global.
11. Putra P.P., Priyatmojo A.S. (2021, March). Students' perception toward gamification applied in English language classroom. In ELT Forum: Journal of English Language Teaching (Vol. 10, № 1, pp. 21-29).
12. Rahmani E.F. (2020). The benefits of gamification in the English learning context. IJEE (Indonesian Journal of English Education), 7(1), 32-47.
13. Resmayani N.P.A., Putra I.N.T.D. (2020). Gamification: Using Kahoot! to make students love the class from the very Beginning. Linguistics and ELT Journal, 7(1), 10-18.
14. Wulantari N.P., Rachman A., Sari M.N., Uktolseja L.J., Rofi'i A. (2023). The Role Of Gamification In English Language Teaching: A Literature Review. Journal on Education, 6(1), 2847-2856.
15. Zhang S., Hasim Z. (2023). Gamification in EFL/ESL instruction: A systematic review of empirical research. Frontiers in psychology, 13, 1030790.
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