GAMIFICATION IN FOREIGN LANGUAGE LEARNING: CURRENT TRENDS
The article deals with gamification as an innovative educational strategy in the process of teaching a foreign language in non-linguistic higher education institutions.The article analyzes modern concepts and methods of foreign language learning based on the principles of gamification, which will allow to modernize the foreign language course at a non-linguistic university.Theoretical foundations and practical aspects of gamification implementation, which differs from traditional game-based learning by using specific game mechanics, are analyzed.The article provides a general definition of the term "gamification" and presents general data on the use of gaming tools in non-gaming areas, where game elements are used to motivate and make tasks novel, promote the development of dialogic speech, and obtain better results.The importance of using systems of points, levels, badges, leadership boards, rewards and digital achievements to increase motivation, engage and encourage students to engage in active learning activities will be emphasized.Game elements contribute to better learning of lexical and grammatical material, development of communication skills, group cooperation, and sustained interest in the subject.The study summarizes the work of both foreign and Ukrainian scholars on gamification in modern education.Considerable attention is paid to the digital platforms MyGrammarLab and Lingua Attack, which offer interactive, leveled, multimedia and adaptive learning with instant feedback.The article contains information about the prospects for distance learning using the basic concepts of gamification.Examples of gamification in classrooms are presented, including role-playing games, interactive quizzes, and simulations that form language and social competencies.The risks associated with oversaturation, decreased motivation and monotony, as well as dependence on external incentives are considered and analyzed.Practical advice is offered on how to strike a balance between entertainment and learning.The study confirms the effectiveness of gamification as a means of improving the quality of foreign language education in higher education institutions.
Authors
- S.V. Makukhina (ORCID: https://orcid.org/0000-0001-6269-8406)
Publication Details
- Journal
- Humanities science current issues
- Published
- 2025-01-01
- DOI
- https://doi.org/10.24919/2308-4863/86-2-37
- Primary Topic
- Foreign Language Teaching Methods
- Type
- article
- Field-Weighted Citation Impact
- 0.00