Gamification elements and online resources for teaching english lexics to future engineers at technical university

The paper is devoted to gamification as one of the leading trends in all branches of human activity, including education. A modern young professional should have a formed foreign language communicative competence to perform professional duties in the most effective way. In addition, knowledge of a f...

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Main Authors: Nina S. Shvaikina, Kseniya S. Oparina, Elena I. Kolosova
Format: Article
Language:English
Published: Samara State Technical University 2022-01-01
Series:Вестник Самарского государственного технического университета. Серия: Психолого-педагогические науки
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Online Access:https://vestnik-pp.samgtu.ru/1991-8569/article/viewFile/71578/pdf
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author Nina S. Shvaikina
Kseniya S. Oparina
Elena I. Kolosova
author_facet Nina S. Shvaikina
Kseniya S. Oparina
Elena I. Kolosova
author_sort Nina S. Shvaikina
collection DOAJ
description The paper is devoted to gamification as one of the leading trends in all branches of human activity, including education. A modern young professional should have a formed foreign language communicative competence to perform professional duties in the most effective way. In addition, knowledge of a foreign language contributes to the harmonious development of the individual and provides a basis for further achievements. The aim of this paper is to define the concept of gamification in educational discourse, to identify its key characteristics, as well as the differences from the concept of game. In the practical part of the paper, the authors made an attempt to determine the effectiveness of gamification and online sources for teaching English vocabulary to engineering students. In addition, a list of specific online resources that can be used in the classroom is given. This research was carried out using theoretical and practical methods. The theoretical methods are the analysis of the Federal State Educational Standard of Higher Education and other regulatory documents, regulating the learning process at the university, as well as reviewing and systematizing the theoretical and practical works of researchers in this area. The results of the practical part of the research were obtained through pedagogical observation, questionnaires, testing and experiment, as well as through a frontal conversation and an individual interview. The research results can be applied in teaching English to bachelor students of all technical areas of training, as part of a refreshment course for undergraduates of non-linguistic specialties. In addition, it should be noted that the use of gamification is possible both in classroom lessons and in the independent work of students.
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institution Kabale University
issn 1991-8569
2712-892X
language English
publishDate 2022-01-01
publisher Samara State Technical University
record_format Article
series Вестник Самарского государственного технического университета. Серия: Психолого-педагогические науки
spelling doaj-art-41b0e23cc7374b5b8537747dd0e7d0ce2025-01-13T04:52:25ZengSamara State Technical UniversityВестник Самарского государственного технического университета. Серия: Психолого-педагогические науки1991-85692712-892X2022-01-01191657610.17673/vsgtu-pps.2022.1.576700Gamification elements and online resources for teaching english lexics to future engineers at technical universityNina S. Shvaikina0https://orcid.org/0000-0003-2299-6315Kseniya S. Oparina1Elena I. Kolosova2Samara State Technical UniversitySamara State Technical UniversityKazan Federal UniversityThe paper is devoted to gamification as one of the leading trends in all branches of human activity, including education. A modern young professional should have a formed foreign language communicative competence to perform professional duties in the most effective way. In addition, knowledge of a foreign language contributes to the harmonious development of the individual and provides a basis for further achievements. The aim of this paper is to define the concept of gamification in educational discourse, to identify its key characteristics, as well as the differences from the concept of game. In the practical part of the paper, the authors made an attempt to determine the effectiveness of gamification and online sources for teaching English vocabulary to engineering students. In addition, a list of specific online resources that can be used in the classroom is given. This research was carried out using theoretical and practical methods. The theoretical methods are the analysis of the Federal State Educational Standard of Higher Education and other regulatory documents, regulating the learning process at the university, as well as reviewing and systematizing the theoretical and practical works of researchers in this area. The results of the practical part of the research were obtained through pedagogical observation, questionnaires, testing and experiment, as well as through a frontal conversation and an individual interview. The research results can be applied in teaching English to bachelor students of all technical areas of training, as part of a refreshment course for undergraduates of non-linguistic specialties. In addition, it should be noted that the use of gamification is possible both in classroom lessons and in the independent work of students.https://vestnik-pp.samgtu.ru/1991-8569/article/viewFile/71578/pdfgamificationgameprofessional lexisinformation and communication technologiesenglish language teachinggeneral english vocabularyfuture engineersexperimental process
spellingShingle Nina S. Shvaikina
Kseniya S. Oparina
Elena I. Kolosova
Gamification elements and online resources for teaching english lexics to future engineers at technical university
Вестник Самарского государственного технического университета. Серия: Психолого-педагогические науки
gamification
game
professional lexis
information and communication technologies
english language teaching
general english vocabulary
future engineers
experimental process
title Gamification elements and online resources for teaching english lexics to future engineers at technical university
title_full Gamification elements and online resources for teaching english lexics to future engineers at technical university
title_fullStr Gamification elements and online resources for teaching english lexics to future engineers at technical university
title_full_unstemmed Gamification elements and online resources for teaching english lexics to future engineers at technical university
title_short Gamification elements and online resources for teaching english lexics to future engineers at technical university
title_sort gamification elements and online resources for teaching english lexics to future engineers at technical university
topic gamification
game
professional lexis
information and communication technologies
english language teaching
general english vocabulary
future engineers
experimental process
url https://vestnik-pp.samgtu.ru/1991-8569/article/viewFile/71578/pdf
work_keys_str_mv AT ninasshvaikina gamificationelementsandonlineresourcesforteachingenglishlexicstofutureengineersattechnicaluniversity
AT kseniyasoparina gamificationelementsandonlineresourcesforteachingenglishlexicstofutureengineersattechnicaluniversity
AT elenaikolosova gamificationelementsandonlineresourcesforteachingenglishlexicstofutureengineersattechnicaluniversity