scholarly journals ROLE-PLAY IS ONE OF THE METHODS OF TEACHING A FOREIGN LANGUAGE

2020 ◽  
Vol 3 (12) ◽  
pp. 98-100
Author(s):  
Mamirova Gulnoza Ikrom qizi

The pronounced need of modern society for high-quality language education is supported at the state level. One of the content lines of the language component of teaching at school is the speech line, which ensures the development and improvement of skills and abilities in all types of student speech activity. The article examines role-playing games, due to their didactic nature, allows solving the problems of developing the creative abilities of students, the ability to independently design their knowledge and apply them to solve cognitive and practical problems, navigate the information space, analyze the information received, since at different moments of cognitive experimental or applied in creative activity, students use the totality of all the listed intellectual skills and abilities

Author(s):  
Yong Zhao ◽  
Chun Lai

This chapter provides an overview of the potential of massively multiplayer role-playing games (MMORPGs) for foreign language education and discusses how MMORPGs can be better designed to support foreign language education. It reviews current conceptualizations on ideal language learning environments, discusses the potential of MMORPGs for foreign language education, and elaborates on how to design MMORPGs to facilitate foreign language learning. The authors hope that this discussion will help foreign language educators realize and capitalize on the values of MMORPGs in foreign language education, and will guide the design of MMORPGs for foreign language learning.


Author(s):  
Галина Чудайкина ◽  
Galina Chudaykina ◽  
Наталия Логинова ◽  
Nataliya Loginova ◽  
Валентина Костоварова ◽  
...  

The article is devoted to the topic of using the method of role-playing games / simulations in teaching students a foreign language. Special attention is paid to the question how this method can be used in universities to encourage students to use maximally the foreign language in class. The authors pay attention to the fact that the types of role-playing games can be different depending on the level of difficulty and language skills of the students, and that the correct choice of role-play appropriate to the level of the group knowledge is required. The article demonstrates that role playing games are extremely useful and can help students to root their knowledge and to learn a foreign language for professional purposes. The practical significance of the article is that role play is methods of teaching focused on students and it develops their communicative competence. The authors have the opinion that role-playing games contribute to apply theoretical knowledge in practice, thus bridging the gap between theory and practice. Role playing is also extremely effective to learn the real world and to improve professional skills. The authors note that the working out role-playing games requires a good organizational training. The author focuses on the fact that the gaming method contributes to the development and improvement of skills of communication and improves the skills of cooperation and team work. This paper shows that the classes with role-playing games put students in real situations, teaching them such skills as the ability to follow phone calls, to book hotel, to order food in restaurants, talk with the seller in the shop, to negotiate, to be interviewed for employment, to exchange opinions and to debate in a foreign language.


2021 ◽  
Vol X (2) ◽  
pp. 71-83
Author(s):  
Nataliia Safonova ◽  
◽  
Alla Anisimova

The article deals with the issues where linguistic consciousness as a sociolinguistic phenomenon is successfully revealed in FLT, namely, in problematic questions of language learning. It covers the description of linguistic consciousness and some aspects of its influence on the process of development of students’ communicative competence. It is emphasized that the philosophy of lifelong learning has become a widespread phenomenon in modern society. Learning a foreign language can be considered an important means of forming linguistic consciousness and the ability to conduct intercultural dialogues. The correlation of two languages and cultures (Ukrainian and foreign ones) helps to outline their national specific features, which contribute to a deeper understanding of both the foreign and the native language and culture. Any education system is open and fairly stable. As for the methods and learning tools, they can vary depending on the applicable learning concept. The article gives a detailed description of the development of linguistic consciousness of Ukrainian students from different social groups while learning English. So linguistic consciousness is a reflection of the actual language sphere contributes to the development of both communicative and multilingual competences. The main aim of the use of modern educational technologies is to increase the level of the communicative competence and linguistic consciousness in students, their educational achievements, and to improve the quality of language education.


Author(s):  
Nuttakritta Chotipaktanasook ◽  
Hayo Reinders

Massively multiplayer online role-playing games (MMORPGs) have been dramatically used in language education and identified in computer-assisted language learning (CALL) research as playing a central role in second language acquisition (SLA). This chapter addresses the integration of a commercially developed MMORPG Ragnarok Online into a language course as a basis for digital game-based language learning and reports on its effects on second language (L2) interaction. Thirty Thai learners of English who enrolled in a 15-week university language course were required to complete 18 face-to-face classroom lessons and six gameplay sessions. Learners' language use in both text and voice chats during gameplay was recorded and analysed to measure the effects of the game. The findings show that participating in MMORPG resulted in a significantly more considerable increase in L2 interaction that used a wider range of discourse functions compared with English interaction in the classroom. The authors discuss some of the theoretical and pedagogical implications of these findings.


2021 ◽  
Vol 7 (3) ◽  
pp. 53-67
Author(s):  
Zoya I. Konnova ◽  
◽  
Galina V. Semenova ◽  

Modern society requires specialists who are ready to act in a high-tech professional environment. The use of Augmented Reality (AR) and Virtual Reality (VR) technologies is a key direction for the development of the professional sphere in the near future. The relevance of this study is due to the need to introduce these technologies in the field of foreign language education in universities to optimize the process of forming students' professional foreign language competence. The purpose of this article is to study and analyze the existing experience of using educational technologies of augmented and virtual reality in teaching a foreign language in Russia and abroad. Methodology and methods: the lack of a sufficient research base devoted directly to the experience of implementing AR and VR technologies in the process of teaching a foreign language to university students led to the choice of a comprehensive research methodology: theoretical analysis of scientific, pedagogical and methodological literature on the research topic, description and analysis of research results. As a result, the article analyzes the use of augmented and virtual reality technologies in teaching a foreign language, their purpose and functions. The possibility of using these technologies in the educational environment in order to visualize the educational material, supplement it with visual information technologies by reading the QR code with smartphones, tablets and other gadgets, increase motivation and interest in learning is shown. The advantages and disadvantages of augmented and virtual reality technologies are highlighted. It is concluded that educational AR and VR technologies have a huge potential for teaching a foreign language in universities, and many of their shortcomings will be eliminated in the coming years.


The article covers issues related to the psychology of KG Jung, namely with the transcendent function of the psyche. The basic concepts and provisions of the analytical approach of KG Jung are considered such as archetype, collective unconsciousness, player position, transcendence, transcendental function and others. The authors investigates such things as transcendent function of psyche as a necessary mental factor for the successful beginning and transference of the individuation process and relations between it and board role games. The article also pays attention to such an issue as the importance of creative activity manifestations for the normalization of the work of the transcendental function and the psyche as a whole. The phenomenon of board role games as manifestations of creative activity is considered. The study of the phenomenon of board role games and their possible connection with the state of the transcendent function of the psyche is considered due to the fact that board role games have gained significant popularity among young people. Peculiarities of game as a type of human activity and board role games in the process of transcendental function development of psyche are determined. The main types of role-playing games in general are named. Definitions of the basic concepts inherent in the subculture of board role-playing games today are given. The authors consider that during the board role-playing game, there is a violent activity of the collective unconscious archetypes, which in turn entails the need to use the transcendental function of the psyche of the players in order to become aware of these undefined mental contents. Based on the above, we can say that the article may be useful for professionals interested in the relationship of the Jungian approach with creative processes, namely its practical side, the importance of modern youth subcultures. Considering the results of the research, the conclusion was made that board role games are the factor in the development of the transcendental function of the psyche.


2018 ◽  
Vol 7 (3.33) ◽  
pp. 41
Author(s):  
Dongkyun Lim ◽  
Ji Eun Lee ◽  
Gijun Um ◽  
Dosik Moon

The purpose of this study is to develop online lecture contents that can effectively teach C language to 5th, 6th grade or middle school students. Unlike existing cyber lectures, the proposed contents were created by using animated characters to help beginner level students learn C language through interesting storytelling, role playing games, and card games. This C language education contents were devel-oped for teachers to effectively educate elementary and middle school students who are presumed to have no prior knowledge of C lan-guage. The proposed contents motivate young learners to learn the introductory concepts of C language through the animated characters based on storytelling, more than using mere focus on rote memorization. 


Author(s):  
Mark G. Elwell

This chapter reports on movements toward de facto standards for role playing games in the freely accessible and configurable shared virtual environment of Second Life. All users can not only freely join, but also construct and implement role playing games of their own design. Consequently, new games are constantly emerging, and others either persisting or failing. The resulting body of practice has implications for business, technological, and social dimensions of computer games. To elucidate these implications, this chapter presents the case of the Role Play Nexus, a venue created for role playing game designers, managers, and players to share experiences, questions, resources, and proposals for sustainable ventures and communities in Second Life. Issues, controversies, and problems are identified, and solutions and recommendations discussed. Source material is drawn from transcripts of public lectures, discussions and demonstrations, from interviews, and from participant observation.


Sign in / Sign up

Export Citation Format

Share Document