DIGITAL LIBRARY
GAME TECHNOLOGIES IN HIGHER EDUCATION
RUDN University (RUSSIAN FEDERATION)
About this paper:
Appears in: INTED2021 Proceedings
Publication year: 2021
Pages: 1430-1434
ISBN: 978-84-09-27666-0
ISSN: 2340-1079
doi: 10.21125/inted.2021.0326
Conference name: 15th International Technology, Education and Development Conference
Dates: 8-9 March, 2021
Location: Online Conference
Abstract:
The article addresses the main directions of implementing gamification in the process of learning foreign languages at a non-linguistic university are presented in this article. The analysis of gamification in the aspect of its application in foreign language courses is carried out, the characteristics of various types of educational activities that can be attributed to forms of gamification are given, and possible areas of their application in a non-linguistic university are studied. Forms of gamification can be divided into regularly used in the learning process, but not covering it entirely, and turning the entire or significant part of the learning process in foreign languages into a continuous game activity. The results of the study prove that in the field of gamification, teaching a foreign language fully corresponds to the latest achievements of Pedagogy.

Gamification - the use of game technologies for solving non-game tasks, or solving real problems using game elements and technologies, is becoming increasingly popular in business, especially during various types of training for company employees in order to significantly improve their work efficiency. The very term “gamification” in relation to such game forms of professional development of employees was proposed in 2002 by Nick Pelling, an American programmer and inventor.

From the business sphere, the movement associated with the introduction of gamification in this sense has moved to higher education, effectively creating a new gaming paradigm for teaching the various disciplines in higher education institutions of economic, technical, natural, humanitarian and any other profile. The advantages of gamification in teaching various disciplines are the following:
1) attracting students to active activities;
2) a significant increase in educational motivation, the ability to concentrate more and put more effort into educational activities that are carried out through game technologies;
3) a corresponding increase in the probability of successful achievement of the educational goal.

Gamification significantly improves the results of educational activities, as it increases the student’s motivation and stimulates their learning activity.
Keywords:
Social contacts, gamification, information technologies, games, educational projects.