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Nikitina Natalya
National Technical University of Ukraine ”Kyiv
Polytechnic Institute”
The use of game as a teaching method of ESP
Game in educational environment finds its
application in such phenomenon as edutainment. This branch of educational
process was firstly used by Birshtein in USSR in 1932 and then wide application
of game occurred in the USA as a business game by Greenblatt, Gray, Duke and
others. Game as a method of foreign language teaching is a universal tool
because people like playing game without any differences in age or male.
The main
features of the game, as a method of teaching a foreign language are the
followings:
the improvisation - students easier take the initiative and show their skills
in a more relaxed manner. Creativity - during the game, all participants are in
the same framework-conditions, but may manifest and show the result in various
ways. In addition, during the game the language barrier is overcome much easier
and less noticeable. Student sometimes does not notice how he begins to perform
all speech acts in a foreign language, carried away the game.
In today's
world, schools and the education system itself are constantly in a continuous
search for new methods, forms and methods of teaching. The modern system of
education is directed to the methods of education, which can not only
qualitatively teach, but also to develop a comprehensive, multi-faceted potential
student. Today, a student must be able not only adapt, but also actively
respond to changes in society.
Since the
current system of education goes on individually-directed approach to learning,
the game teaching method should be an integral part of it. Game learning method
ensures the active participation of each student, stimulates verbal
communication, promotes the formation of interest and desire to learn a foreign
language. Besides gaming method of teaching is a kind of entertainment, leisure,
can turn into training that simulates the socio-cultural relations.
We often use
the phrase - "old as the hills", referring to something indisputable,
proven for generations. With the same success can be characterized by the
phrase not only the game itself, with which people learn in a deep childhood
and use it to learn about the world and its social features, but also to the
learning games ("even in ancient Athens pathos practices of organized
education and training pervaded the principle of competition. Children,
teenagers, young men constantly competed in gymnastics, dance, music, verbal
disputes self-affirming and honing their best qualities. In the tenth century
in schools among the teaching methods were also popular competitions between
students, in particular, in the rhetoric").
Gaming method
of teaching a foreign language - is, in fact, learning in conventional
situations with elements of recreation and learning of social experience. Game
form of training is an integral part of active learning. Active learning, in
turn, is the organization and implementation of the educational process aimed
at enhancing students' cognitive activity. The main objective of the game is to
change the form of training emotional relationship to the subject or the
student learning process.
Using a game
method in the study of a foreign language in technical universities brings
enormous benefits and advantages. Game method helps the student in a relaxed
playful way to absorb information that in other cases may take a passive margin
and not be used because of the lack of practical examples.
Considering
the game as a teaching method, it is necessary to note its features. Firstly,
as a method of learning, gaming method carries a developmental function: the
student develops creative thinking and practical application of activated
learned skills. Secondly, it performs an educational function: it contributes
to lasting learning material and the proposed expansion of the horizon of the
student using additional linguistic source. In addition, the method of learning
has the socio-cultural and cognitive function, since the game uses techniques
closest to the culture of the country whose language is being studied.
While
training in the form of a game it is possible to use a variety of additional
learning tools. These may include audio and video recordings, additional
textbooks on the subject of various illustrations etc.
The main
motive of using learning games as a means is to enhance students cognitive
activity. It is a fast activation of the students in the learning process,
students' interest in the stability of the process and the subject of study and
perseverance in overcoming difficulties and solving various problems. Thus, in
the course of training game covers all the important aspects:
- The ability
to engage in dialogue;
- The ability
to defend own point of view;
- The ability
to listen to the opponent;
- To provide
a review of the response;
- Ability to
apply the active vocabulary in respectively assigned situation.
The game in
its very essence is a training element, and therefore teaching games exhibit
the same characteristics as the game. Learning games is improvisational,
spontaneous, progressive activity, which has an element of imitation, where
possible to simulate the socio-cultural, linguistic environment. Playing in a
linguistic game, students learn new vocabulary and get experience in a foreign
language.
Learning
games as a way to enhance the cognitive activity of the student of technical
college is one of the most effective methods of learning a foreign language.
This is primarily due to the fact that the psychological and pedagogical
foundations of game forms of learning is play activity, which carries a
significant impact on the mental development of the individual student. The
game has become more active thinking processes and the motivation to learn a
foreign language. Using game method of training allows you to enter a new
vocabulary, practicing its use and immediately fix this knowledge in practice.
Gaming
methods of teaching, due to their wide variety and communicative orientation
may be
conducted at
any stage of learning a foreign language. In the initial training courses in
technical universities play teaching methods presented in the form of games on
memorization and use of certain lexical units (based on the increase in the
vocabulary of a foreign language of professional orientation). At the
undergraduate level students already participate in role-playing games and game
situations. All of these uses gaming teaching methods lead to the expected and
desired result – communication with the use of new vocabulary. In addition, at
the undergraduate level students in a playful way (simulations) can already
defend their professional point of view, using and remembering new vocabulary.
Any
game which is used as a teaching method possesses main advantage. Often there
are losers and winners, but all participants must take part in the game. While
reading and translating the text, for instance, all students except one can do
whatever they want (because it is rather difficult to control all of them by
one teacher), but playing the game – all students take part and try to help his
or her team to win.
Learning
games as a means to enhance the cognitive activity of the student of technical
universities deserves special attention, as the game teaching methods are
diverse and multifaceted. Having a clear understanding of the pedagogical
purposes, methods of organization of educational process, the level of foreign
language of students, additional handouts (e.g. cards with a picture of the
main elements of a professionally designed objects), the process of learning a
foreign language students of technical institutions of higher education can be
made more informative, interesting, and most importantly, productive.
Literature:
1.
Kruglikov V.N. Aktivnoe
obuchenie v tehnicheskom vuze (teoretiko-metodologicheskiy aspekt) // dis. d-ra
ped.n. – Sankt-Peterburg, 2000. – 424 s.
2.
Panfilova A. P. «Igrovoe modelirovanie v deyatelnosti pedagoga», M.:
«Akademiya», 2008. – 368s.
3.
Addis M. New technologies and cultural consumption. Edutainment is
born. — Bocconi University: Marketing Department, 2002. — 13 p.