Kazan (Volga region) Federal University, KFU
KAZAN
FEDERAL UNIVERSITY
 
GAMIFICATION METHOD TO IMPROVE SPEECH SKILLS AND PROFICIENCY AMONG STUDENTS: METHODOLOGY FOR IMPLEMENTATION
Form of presentationArticles in international journals and collections
Year of publication2021
Языканглийский
  • Galeeva Gulnara Irekovna, author
  • Nurutdinova Aida Rustamovna, author
  • Fazlyeva Zulfiya Khanifovna, author
  • Shakirova Dilyara Shamilevna, author
  • Sheynina Dina Petrovna, author
  • Bibliographic description in the original language A. Nurutdinova, D. Shakirova, Z. Fazlyeva, E. Dmitrieva, D. Sheinina and G. Galeeva, Gamification Method to Improve Speech Skills and Proficiency Among Students: Methodology for Implementation // 2021 World Engineering Education Forum/Global Engineering Deans Council (WEEF/GEDC), 2021, pp. 461-467, doi: 10.1109/WEEF/GEDC53299.2021.9657342.
    Annotation The effectiveness of learning a foreign language depends on the individual aspects of foreign language speech acquisition, among which one of the most important goals in teaching is the development of lexical and grammatical skills. Communication and interaction using a foreign language are carried out solely on the basis of formed understandings of grammar and vocabulary, as well as the degree of understanding between interlocutors also depends on them. The relevance of the research is connected with the modernization processes in the methodological system of teaching foreign languages in the Russian Federation. All this leads to the motivational interest reduction in learning a foreign language, to the use of outdated techniques and methods of working on the formation of lexical and grammatical skills and - as a consequence - to the unattainability of the educational standard, in which the value of foreign language proficiency is one of the competitiveness pledges of a young specialist. Based on the exposed inconsistence, it seems necessary to study innovative methods of increasing vocabulary and grammar skills by means of information technologies. The research object is the process of vocabulary and grammar skills formation in foreign language classes. Research subject is the use of gamification method to improve the vocabulary and grammar skills. Research objective is to develop a methodology for the use of gamification method to improve the level of vocabulary and gramma skills among the students of non-language faculties.
    Keywords gamification, learning trajectory, practice-oriented activities, e-learning resources, intellectual development, role-playing game, digital technologies, education quality, effectiveness of the educational process
    The name of the journal 2021 World Engineering Education Forum/Global Engineering Deans Council (WEEF/GEDC)
    URL https://ieeexplore.ieee.org/abstract/document/9657342
    Please use this ID to quote from or refer to the card https://repository.kpfu.ru/eng/?p_id=261628&p_lang=2
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