The practice of using gaming technologies in foreign language classes

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The article discusses the using of gaming technologies practice in the process of teaching a foreign language. The problem is topical because of the problem of reducing the motivation of students in learning English, especially in the context of the transition from distance learning to traditional full-time education. The author describes the practical experience of using gaming technologies in English classes, including problems in the solution of which the use of games provides significant assistance. The types, role and place of games in the process of teaching English are considered. It is noted that gaming technologies are one of the tools to increase students` motivation.

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Game, pedagogical technologies, game technologies, english, group work, motivation

Короткий адрес: https://sciup.org/142238656

IDR: 142238656

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