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The article highlights the importance of playing in teaching a foreign language. It defines main terms that related to the selected theme such as gamify or gamification representing the notes of many researchers. Moreover, it clarifies why and how teachers should apply various games in learning processes.

  • Название журналаARES
  • Номер выпускаVolume 2, Issue 5
  • Количество просмотров 176
  • Количество прочтений 176
  • Дата публикации 21-03-2024
  • Язык статьиIngliz
  • Страницы439-446.
English

The article highlights the importance of playing in teaching a foreign language. It defines main terms that related to the selected theme such as gamify or gamification representing the notes of many researchers. Moreover, it clarifies why and how teachers should apply various games in learning processes.

Имя автора Должность Наименование организации
1 Mirodilova N.M. student Uzbekistan State World Languages University
Название ссылки
1 1. Alsawaier, R. S. (2018). The effect of gamification on motivation and engagement. International Journal of Information and Learning Technology, 35(1), 56–79.
2 2. Barata, G., Gama, S., Jorge, J., Gonçalves, D. (2013). Improving participation and learning with gamification. In International Conference on Gameful Design, Research, and Applications (pp. 10–17). ACM
3 3. Burke, M., & Hiltbrand, T. (2011). How Gamification Will Change Business Intelligence. Business Intelligence Journal, 16(2), 8--1
4 4. Dichev, C., Dicheva, D. (2017). Gamifying education: What is known, what is believed and what remains uncertain: A critical review. International Journal of Educational Technology in Higher Education, 14(1), 9.
5 5. Martens R. Successful Coaching, Kindle Edition, 2012. — 443 p.
6 6. 12. Zichermann G. Cunningham Ch. Gamification by design. O’Reilly Media Inc., 2011. — 210 p.
7 7. Mettler, T., Pinto, R. (2015). Serious games as a means for scientific knowledge transfer—A case from engineering management education. IEEE Transactions on Engineering Management, 62(2), 256–265.
8 8. Ryan, R. M., Rigby, C. S., & Przybylski, A. (2006). The motivational pull of video games: A self-determination theory approach. Motivation and emotion, 30(4), 344--360.
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