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Wydział Sztuki i Nauk o Edukacji
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Innovative Educational Technologies, Tools and Methods for E-learning
Scientific Editor Eugenia Smyrnova-Trybulska
“E-learning”, 12, Katowice–Cieszyn 2020, pp. 100–112
DOI: 10.34916/el.2020.12.09

el-2020-12-09

GAMIFICATION AS SUCCESSFUL FOREIGN LANGUAGES E-LEARNING FOR SPECIFIC PURPOSES

Victoria Kurilenko-1, Yulia Biryukova-2, Kristina Akhnina-3, Peoples’ Friendship University of Russia (RUDN University), 6 Miklouho-Maclay, Moscow, Russia, 1, vbkurilenko@gmail.com, 2, yu.birukova@gmail.com, 3, rkirudnteachers@gmail.com, ORCID 1, 0000-0003-3638-9954, 2, 0000-0002-5977-4081, 3, 0000-0003-3379-9077

Abstract: The article analyses gamification as one of the modern technological trends in distance foreign language teaching, presents various approaches to defining this concept and considers various classifications. The role of game methods for teaching foreign languages for professional purposes is studied; these methods provide an effective way of encouraging students to achieve success. Using mobile applications, various types of exercises for teaching Russian as a foreign language to students specialising in medicine and law are presented: games for matching images of objects with their names, games for memorising the meaning of lexical units, playbased communicative tasks, etc. Through a focused questionnaire, the authors demonstrate the high efficiency of the gamification technology in professionally oriented teaching of the Russian language to foreign specialists. The questionnaire consisted of three units: conceptual, organisational-methodological and psychological. The resources presented in this article provide a modern teacher with a wide range of tools to convert the routine types of academic work into an interesting game form, simulate real professional communicative situations, and compensate for the lack or absence of a language environment when teaching a foreign language for professional purposes.

Keywords: gamification; e-learning for specific purposes; the effectiveness of digital gamification; medical communication.

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