Bibliographic description in the original language |
Bukina T.V., Malakhova L.A., Novgorodova E.E., Nurova L.R. (2021) ELEMENTS OF GAMIFICATION IN THE PROCESS OF TRAINING STUDENTS TO TRANSLATE TEXTS // ELEMENTY GEYMIFIKACII V PROCESSE OBUChENIYa STUDENTOV PEREVODU TEKSTOV / T. Bukina, L. Malakhova, E. Novgorodova, L.Nurova. INTED2021 Proceedings: The 15th annual International Technology, Education and Development Conference (8-9. March, 2021), Valencia, Spain: pp. 2827-2833. ISBN: 978-84-09-27666-0; ISSN: 2340-1079; doi: 10.21125/inted.2021 (0,7 p.l.) |
Field DC |
Value |
Language |
dc.contributor.author |
Bukina Taisiya Vitalevna |
ru_RU |
dc.date.accessioned |
2021-01-01T00:00:00Z |
ru_RU |
dc.date.available |
2021-01-01T00:00:00Z |
ru_RU |
dc.date.issued |
2021 |
ru_RU |
dc.identifier.citation |
Bukina T.V., Malakhova L.A., Novgorodova E.E., Nurova L.R. (2021) ELEMENTS OF GAMIFICATION IN THE PROCESS OF TRAINING STUDENTS TO TRANSLATE TEXTS // ЭЛЕМЕНТЫ ГЕЙМИФИКАЦИИ В ПРОЦЕССЕ ОБУЧЕНИЯ СТУДЕНТОВ ПЕРЕВОДУ ТЕКСТОВ / T. Bukina, L. Malakhova, E. Novgorodova, L.Nurova. INTED2021 Proceedings: The 15th annual International Technology, Education and Development Conference (8-9. March, 2021), Valencia, Spain: pp. 2827-2833. ISBN: 978-84-09-27666-0; ISSN: 2340-1079; doi: 10.21125/inted.2021 (0,7 п.л.) |
ru_RU |
dc.identifier.uri |
https://repository.kpfu.ru/eng/?p_id=250257&p_lang=2 |
ru_RU |
dc.description.abstract |
INTED2021 Proceedings |
ru_RU |
dc.description.abstract |
The curriculum for the preparation of Linguistics students includes a sufficient number of disciplines
where the performance of oral and written translation remains traditional, while interactive teaching
methods are not used enough. At the same time, for the modern generation Z, which is characterized
by constant interaction with computer systems, software products, virtual games, the use of game-like
elements in the educational process as a variant of interactive learning is relevant. Gamification
involves the introduction of game technologies into non-game spheres, helps to reduce students'
resistance to doing routine tasks by activating game thinking.
The aim of the study is to present the results of the introduction of gamification elements in the form of
progress bars and rating tables, similar to computer games, when Linguistics students perform a
project within the discipline «Translation of advertising texts«. The research method was a pedagogical
experiment conducted in the period from September to October 2020 with students of the Linguistics
Department of Kazan Federal University. In the control group of students, the task of translating an
advertising text was performed traditionally, individually by each student; the written translation was
checked and evaluated by the teacher. In the experimental group, the translation project with elements
of gamification was carried out, it combined individual, presentation and group work of students in
advertising texts translation.
Results. Based on theoretical research, the advantages of students' project activities with elements of
gamification as an alternative to traditional individual translation or interpretation are revealed. The
project implementation procedure, progress scales (specialist, master, expert), rating tables (in points,
maximum 20 points), criteria for assessing the quality of translation are developed. The criteria
included the student's identification of lexical, stylistic, phonetic, syntactic, etc. features of authentic
advertising in English and their adequate reproduction in Russian translation. In the experimental
group, 81% of students achieved the maximum rating according to the criteria for assessing the quality
of translation (20 points), in the control group - 58%. %. 88% of students in the experimental group
and 66% of students in the control group reached the expert level. Gamification contributes to the
growth of student's motivation for high-quality translation activities. The results obtained can be used
in the organization of project activities with elements of gamification in the preparation of Linguistics
students. |
ru_RU |
dc.language.iso |
ru |
ru_RU |
dc.subject |
: interactive learning |
ru_RU |
dc.subject |
project |
ru_RU |
dc.subject |
gamification |
ru_RU |
dc.subject |
translation of texts |
ru_RU |
dc.subject |
Linguistics student |
ru_RU |
dc.subject |
progress
bar |
ru_RU |
dc.subject |
rating table |
ru_RU |
dc.title |
ELEMENTS OF GAMIFICATION IN THE PROCESS OF TRAINING STUDENTS TO TRANSLATE TEXTS |
ru_RU |
dc.type |
Articles in international journals and collections |
ru_RU |
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