Abildayeva Aigul Seidildayevna

 

Taraz State University named after M.Kh.Dulaty, Kazakhstan

 

THE USE OF NEW INNOVATIVE TECHNOLOGY AT THE FOREIGN LANGUAGE LESSON

 

On using innovative technology there are some scientific research works but the given problem have not been considered enough. That is why it is necessary to solve the objective decisions with the help of innovative technology and it has formed discrepancy that this problem has not been elaborated enough in the theory and practice of high educational institution.

This discrepancy causes the problem of research, to teach using innovative technology, to prepare the capable specialist are the main reason to choose the theme “The use of new innovative technology at the foreign language lesson”.

It is useful to apply new innovative technology in learning a foreign language because while learning a language a person learns the culture and social life of the whole nation together. It is clear that a textbook is not enough to learn all of them. A person feels quickly the culture of foreigners by hearing and seeing.

It is effective to use new informative technology as the means of causing the pupils’ interest to English.  To use new informative technology, to form intellectually developed person that can make progress in the informative environment are useful and this process is actively carrying out now. Application informative processes to different branches of a life demands to make a new model of the educational system based on the informative technology. It gives the opportunity to improve the creative ability of a pupil, to develop the ability, self-education and to educate to the responsibility. Education and qualification are the important values for people. Therefore a system of education must be directed to form the intellectuality, individual cognitive activity. It is actual to use the leading informative technologies in the different spheres of man’s activity. The use of the leading informative technology in different branches of a person’s activity is becoming actual.

        In the process of learning language using new technologies it is possible to form writing, listening, comprehension, speaking abilities. The possibilities of new technologies promote pupils to use educational programs successfully in language teaching, to develop creative activity, to arise the pupils’ interest to the subject, to learn listening and speaking habits, in the result they are provided to get qualitative education.

The main aim of using new technologies at the English lessons: to increase the language motivation, to develop language competence, to understand the texts in foreign languages, and also to give the information in the connected and proved form; to increase linguistic volume of education; to fill education about sociocultural structure of language learning country; to develop the ability and study  the English language independently.

The use of computer teaching especially changes the methods of preparing the educational materials in English. New technologies help to carry out the whole complex of methodical, didactical pedagogical and psychological principles, to make the creative process interesting, promote to keep in mind the individual work ability of every pupil. The use of new technologies in the practice discovers a new kind of increasing creative activity of pupils, in the result a new education is appeared, creative activity of pupils is developed, education is independently filled, they learn to find and direct in the information current. Analyzing the experience of using new technologies at the English lessons the following conclusion can be made: the quality of teaching will increase, it will provide development of a person and promotes to form a person that knows the informative culture well.

A practice of playing games for many years has proved the educational value of the game. The scientists have investigated the origin of the games for hundred years. A game is likely useless in our life but it is necessary phenomenon. A game is a main means that causes interest and activity to study and work. In the process of playing a game the activity and creativity of children are developed. The task of the teacher is to provide interest and desire in playing games.

WHAT DO THE STUDENTS LEARN WITH THE HELP OF THE GAME?

1. The pupils learn the exact functional practice.

2. The pupils are not only the controllers, they learn to solve the problems independently in participating in the game

3. It gives the possibility to use the exact received knowledge in the educational process.

4. A pupil manages the educational volume based on his activity.

5. They are taught to economize time.

6. It is psychologically useful for pupils.

7. It requires much responsibility from pupils in solving the decision in the process of playing a game.

8. It is not dangerous for pupils.

Using a game in teaching technology is widely used at the English lesson. Every teacher should remember the following conditions in order to have the correct result of the technology:

- to understand educational, developing importance of the game and determine its result for the children;

-to prepare in advance, the game means must be answered to the requirements, the possibility of a game place;

-the pupils’ age, pscylogical features, educational levels, vocabulary must be corresponded in the class;

- to provide safety precautions during the game;

-to direct the game and game elements at the lesson to attract interest and desire in the subject;

Games have chains according to the teaching meaning, cognitive activity character and their  structure. Game chains are made according to the pupils’ age features, game character, physical qualities, developing moving activities and pedagogical possibilities. The following teaching games are: 

1.Game-travelling. They are like a fairy-tail and are described facts and stories. But they are shown as a riddle in interesting and easy way. 

2.Games-tasks. The basis of these games composes subjects and activity, vocabulary tasks. The activities and tasks of the games is based on prognosis something

3.Game-prognosis. These games are based on such questions  “What will happen?”, “What would I do, if…” The didactic meaning of the game is differed from setting a problem task and situation. These games demand to form exact knowledge in exact situation. 

4.Game-riddles. The main feature of the riddle is to have logic explanation, they actuate thinking activity. The riddles educate pupils to differ analysis, synthesis and description, they influence on thinking of pupils.

During the lesson the use of the elements of the game develops thinking ability, interest and activity of pupils to the lesson, helps to consolidate the new material. In this case we can show several kinds of a game that attract interest of a pupil.

The use of above mentioned interactive methods of teaching at the foreign language attracts creative, actor  and logical thinking abilities and improves the activity and interest as well. That’s why a lesson should be conducted differently, with interest and they are not limited with a textbook, using additional literatures depends on the skills of the teacher.  Teaching becomes art and science, so the teacher must qualify his/her activities and raise scientific methodic level, if he uses new pedagogical technologies and modern methods of teaching he will educate talented citizens of the XXI century. The aim of the work is in the process of teaching English in the secondary schools using the informative innovative, communicative technology to educate pupils to speak and write at the English lesson.  In conclusion, to develop the ability and talent of a person, to form his/her mental possibility are our main tasks. Using every technology we can make certain achievements. To use effectively the education system in the innovative process helps a person to form as an individual and it is a demand of new time. To tell about the practical value of the investigation the results of work can be used at the English lessons in secondary schools and at the optional lessons.

 LITERATURE REVIEW REFERENCES:

1. Bailey, C. J. and Card, K. A. 2009. Effective pedagogical practices for online teaching: Perception of experienced instructors.

2. Coller, B. and Scott, M. 2009. Effectiveness of using a video game to teach a course in mechanical engineering.

3. Downing, K., Lam, T.F., Kwong, T., Downing, W-K., and Chan, S-W. 2007. Creating interaction in online learning.

4. Sorensen, P., Twidle, J., Childs, A. and Godwin, J. 2007. The use of the internet in science teaching: A longitudinal study of developments in use by student

-teachers in England. International Journal of Science Education.