Game-Based Technologies as a Tool for Developing Communicative Competence in Primary School Students within a Student-Centered Educational Context

Aim. The aim of the study is to determine the pedagogical potential of game-based technologies for developing communicative competence in primary school students, taking into account their individual psychological and sensory characteristics. Methods. The research methods include theoretical analysis (of scientific sources on communicative competence, game-based learning, developmental psychology), comparative review (of models by Dell Hymes, Michael Canale & Merrill Swain, Michael Halliday, Claire Kramsch), and empirical generalisation (of current international and Ukrainian practices in game-based learning). A typology of educational games was compiled (role-playing, dramatized, didactic), followed by the development of a model for adapting games to children’s individual characteristics (temperament, motivation, communication level, perception style). Specific examples of games and digital platforms (e.g., Wordwall, Toontastic, Classdojo) were analysed. Results. It was revealed that each type of game contributes to the development of certain components of communicative competence – linguistic, strategic, sociocultural, emotional. The adaptation model allows matching game formats to the Student’s personality profile, thereby increasing engagement, confidence, and social inclusion. Multimodal games enhance interaction through verbal and non-verbal means, while digital tools ensure differentiated learning paths. Conclusion. Game-based technologies serve as a powerful tool for developing communicative competence in primary education. Their correct adaptation provides an emotionally safe, inclusive, and interactive environment that supports both socialisation and language development in Students.

Authors

Institutions

Publication Details

Journal
Journal of Education Culture and Society
Published
2025-09-23
DOI
https://doi.org/10.15503/jecs2025.3.585.606
Citations
1
Primary Topic
Educational Innovations and Challenges
Type
article
Field-Weighted Citation Impact
3.25

Funders

Controls
|||
ALL TIME
JAN
FEB
MAR
APR
MAY
JUN
JUL
AUG
SEP
OCT
article

Game-Based Technologies as a Tool for Developing Communicative Competence in Primary School Students within a Student-Centered Educational Context

Volodymyr Maslak, Iryna Bilous, Edward Jarmoch, Iurii Shcherbiak et al.
1 citations
Journal of Education Culture and Society
Educational Innovations and Challenges
3.25
article

Game-Based Technologies as a Tool for Developing Communicative Competence in Primary School Students within a Student-Centered Educational Context

Volodymyr Maslak, Iryna Bilous, Edward Jarmoch, Iurii Shcherbiak, Svetlana Hubková, Roa'a Alnsour
article en
1 citations

Abstract

Aim. The aim of the study is to determine the pedagogical potential of game-based technologies for developing communicative competence in primary school students, taking into account their individual psychological and sensory characteristics. Methods. The research methods include theoretical analysis (of scientific sources on communicative competence, game-based learning, developmental psychology), comparative review (of models by Dell Hymes, Michael Canale & Merrill Swain, Michael Halliday, Claire Kramsch), and empirical generalisation (of current international and Ukrainian practices in game-based learning). A typology of educational games was compiled (role-playing, dramatized, didactic), followed by the development of a model for adapting games to children’s individual characteristics (temperament, motivation, communication level, perception style). Specific examples of games and digital platforms (e.g., Wordwall, Toontastic, Classdojo) were analysed. Results. It was revealed that each type of game contributes to the development of certain components of communicative competence – linguistic, strategic, sociocultural, emotional. The adaptation model allows matching game formats to the Student’s personality profile, thereby increasing engagement, confidence, and social inclusion. Multimodal games enhance interaction through verbal and non-verbal means, while digital tools ensure differentiated learning paths. Conclusion. Game-based technologies serve as a powerful tool for developing communicative competence in primary education. Their correct adaptation provides an emotionally safe, inclusive, and interactive environment that supports both socialisation and language development in Students.

Journal of Education Culture and SocietyVol. 16(2)
Al-Ahliyya Amman University (JO), West Ukrainian National University (UA), Kremenchuk Mykhailo Ostrohradskyi National University (UA), Catholic University in Ruzomberok (SK)
European Commission, Kultúrna a Edukacná Grantová Agentúra MŠVVaŠ SR
Openalex Percentile: Top 6%
Educational Innovations and Challenges
3.25
AI Navigator

Ask Laika to Summarize, Analyze, and Connect papers live on the map.

Summarize Papers & Methodologies

Extract key findings, datasets, and comparative methods across publications.

Benchmark Rankings & Visual Analytics

Rank top research institutions, authors, funders, topics, and journals by Field-Weighted Citation Impact (FWCI) and paper volume with instant charts.

Connect Distant Disciplines

Bridge topological clusters on the map to find hidden collaborative intersections.