Using of the game technologies in teaching a foreign language to students of non-linguistic specialties
Jazyk: | ruština |
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Rok vydání: | 2022 |
Předmět: |
обÑÑаÑÑÐ°Ñ ÐºÐ¾Ð¼Ð¿ÑÑÑеÑÐ½Ð°Ñ Ð¸Ð³Ñа
игÑовÑе ÑÐµÑ Ð½Ð¾Ð»Ð¾Ð³Ð¸Ð¸ педагогиÑеÑÐºÐ°Ñ Ð¸Ð³Ñа ÑÐ¾Ð»ÐµÐ²Ð°Ñ Ð¸Ð³Ñа иноÑзÑÑÐ½Ð°Ñ ÐºÐ¾Ð¼Ð¼ÑникаÑÐ¸Ð²Ð½Ð°Ñ ÐºÐ¾Ð¼Ð¿ÐµÑенÑÐ¸Ñ pedagogical game ÑÑебно-Ð´ÐµÐ»Ð¾Ð²Ð°Ñ ÑÐ¾Ð»ÐµÐ²Ð°Ñ Ð¸Ð³Ñа game technologies foreign language communicative competence educational and business role-playing game educational computer game role-playing game |
DOI: | 10.18720/spbpu/3/2022/vr/vr22-625 |
Popis: | ÐÐ°Ð½Ð½Ð°Ñ ÐÐРанализиÑÑÐµÑ ÑÑÑдноÑÑи, возникаÑÑие в пÑоÑеÑÑе обÑÑÐµÐ½Ð¸Ñ Ð¸Ð½Ð¾ÑÑÑÐ°Ð½Ð½Ð¾Ð¼Ñ ÑзÑÐºÑ ÑÑÑденÑов неÑзÑковÑÑ ÑпеÑиалÑноÑÑей. ÐÑполÑзование игÑовÑÑ ÑÐµÑ Ð½Ð¾Ð»Ð¾Ð³Ð¸Ð¹ ÑаÑÑмаÑÑиваеÑÑÑ ÐºÐ°Ðº ÑпоÑоб нивелиÑÐ¾Ð²Ð°Ð½Ð¸Ñ Ð¾Ð±Ð¾Ð·Ð½Ð°ÑеннÑÑ ÑÑÑдноÑÑей и ÑÑовеÑÑенÑÑÐ²Ð¾Ð²Ð°Ð½Ð¸Ñ Ð¾Ð±ÑазоваÑелÑного пÑоÑеÑÑа. РаÑкÑÑÑÑ Ð¿Ð¾Ð½ÑÑÐ¸Ñ Ð¸Ð³ÑÑ, педагогиÑеÑкой игÑÑ. ÐÑÐ´ÐµÐ»ÐµÐ½Ñ Ð¸ изÑÑÐµÐ½Ñ Ñакие Ð²Ð¸Ð´Ñ Ð¿ÐµÐ´Ð°Ð³Ð¾Ð³Ð¸ÑеÑÐºÐ¸Ñ Ð¸Ð³Ñ ÐºÐ°Ðº ÑÐ¾Ð»ÐµÐ²Ð°Ñ Ð¸Ð³Ñа и, в ÑаÑÑноÑÑи, ÑÑебно-Ð´ÐµÐ»Ð¾Ð²Ð°Ñ ÑÐ¾Ð»ÐµÐ²Ð°Ñ Ð¸Ð³Ñа, а Ñакже обÑÑаÑÑÐ°Ñ ÐºÐ¾Ð¼Ð¿ÑÑÑеÑÐ½Ð°Ñ Ð¸Ð³Ñа. РаÑÑмоÑÑÐµÐ½Ñ Ð¿ÑимеÑÑ Ð²Ð¾Ð·Ð¼Ð¾Ð¶Ð½Ð¾Ð³Ð¾ иÑполÑÐ·Ð¾Ð²Ð°Ð½Ð¸Ñ Ñакого Ñода Ð¸Ð³Ñ Ð½Ð° занÑÑиÑÑ Ð¿Ð¾ иноÑÑÑÐ°Ð½Ð½Ð¾Ð¼Ñ ÑзÑÐºÑ Ñ ÑÑÑденÑов-нелингвиÑÑов. ÐпиÑан педагогиÑеÑкий ÑкÑпеÑименÑ, вклÑÑаÑÑий в ÑÐµÐ±Ñ Ð¸ÑполÑзование на ÑдаленнÑÑ Ð·Ð°Ð½ÑÑиÑÑ Ð¿Ð¾ иноÑÑÑÐ°Ð½Ð½Ð¾Ð¼Ñ ÑзÑÐºÑ Ñ ÑÑÑденÑов ÑпеÑиалÑноÑÑи «ÐенеджменÑ» обÑÑаÑÑей компÑÑÑеÑной и ÑÑебно-деловой Ñолевой игÑ. РезÑлÑÑаÑÑ Ð´Ð°Ð½Ð½Ð¾Ð³Ð¾ ÑкÑпеÑименÑа пÑедÑÑÐ°Ð²Ð»ÐµÐ½Ñ Ð² виде оÑенки ÑеÑевÑÑ Ñмений ÑÑÑденÑов, ÑÑаÑиÑÑиÑеÑÐºÐ¸Ñ Ð´Ð°Ð½Ð½ÑÑ , демонÑÑÑиÑÑÑÑÐ¸Ñ Ð¸Ð·Ð¼ÐµÐ½ÐµÐ½Ð¸Ðµ ÑÑÐ¾Ð²Ð½Ñ Ð»ÐµÐºÑиÑеÑÐºÐ¸Ñ Ð¸ гÑаммаÑиÑеÑÐºÐ¸Ñ Ð·Ð½Ð°Ð½Ð¸Ð¹ обÑÑаемÑÑ , а Ñакже в виде обобÑÐµÐ½Ð¸Ñ ÑезÑлÑÑаÑов анкеÑиÑованиÑ, показÑваÑÑÐ¸Ñ Ð·Ð°Ð¸Ð½ÑеÑеÑованноÑÑÑ ÑÑÑденÑов в пÑименении игÑовÑÑ ÑÐµÑ Ð½Ð¾Ð»Ð¾Ð³Ð¸Ð¹ в пÑоÑеÑÑе обÑÑÐµÐ½Ð¸Ñ Ð¸Ð½Ð¾ÑÑÑÐ°Ð½Ð½Ð¾Ð¼Ñ ÑзÑкÑ. This final qualification work analyzes the difficulties that may appear in the process of teaching a foreign language to students of non-linguistic specialties. The use of game technologies is considered as a way to get rid of the indicated difficulties and to improve the educational process. The definitions of the game and the pedagogical game are given. Such types of pedagogical games as a role-playing game and an educational and business role-playing game in particular, as well as an educational computer game are identified and studied. Examples of the possible use of such games in foreign language classes for non-linguist students are provided. A pedagogical experiment is described, including the use of computer training and business role-playing games in remote foreign language classes for students of the "Management" specialty. The results of this experiment are presented in the form of assessment of students' speech skills, statistical data demonstrating changes in the level of lexical and grammatical knowledge of students, as well as in the form of generalizing the survey results showing students' interest in using game technologies in the process of studying a foreign language. |
Databáze: | OpenAIRE |
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