DIGITAL LIBRARY
TRIGGERING STUDENTS’ SOCIOLINGUISTIC EXPERIENCE THROUGH GAMIFICATION AND MOBILE LEARNING IN ENGLISH CLASSES AT UNIVERSITY
Russian University of Transport (RUSSIAN FEDERATION)
About this paper:
Appears in: ICERI2024 Proceedings
Publication year: 2024
Pages: 10046-10050
ISBN: 978-84-09-63010-3
ISSN: 2340-1095
doi: 10.21125/iceri.2024.2527
Conference name: 17th annual International Conference of Education, Research and Innovation
Dates: 11-13 November, 2024
Location: Seville, Spain
Abstract:
The article considers the principles of enhancing students’ foreign language experience through the engaging possibilities of modern technologies. Gamification, augmented reality, and mobile applications kindle students’ interests and experience in foreign language studying. For students who are preparing to pursue a career in their local country, English for specific purposes is seen as an unnecessary subject. However, in the long run, this language, being the lingua franca, plays an important role in international contacts and exchanging ideas. To make the studying process more engaging and practice-oriented, new tools should be incorporated into the teaching course. Modern technological tools seen as games and fun could trigger invaluable language experiences for students for whom English is just a foreign language. In this case, gamification, the direction of optimization of the educational process with the help of interactive games, and the capabilities of computer applications for the organization of gamification in foreign language training are given in terms of the didactic properties and functions of interactive applications. Analyzing the practical functions of several popular applications as well as the possibility of using these applications for various educational activities in the English language classes for specific purposes, the author considers them an important part of modern teaching methods. In the article, different applications are considered from the perspective of enhancing students' experience in various directions of studying ESP, such as practicing written forms in formal and informal styles; activating speaking activities to prove points or explain opinions; organizing ideas in different forms of notes. Additionally, these applications, using games and active participation, engage students in active communication as well as improve their metacognitive skills of critical thinking and communication.
Keywords:
Sociolinguistic experience, gamification, mobile applications, digital environment, augmented reality, foreign language (English) in higher education.