METHODS OF TEACHING VOCABULARY IN UNIVERSITIES
ZHAKSYBAYEVA DINA TALASKYZY
Graduate student of Astana International University, Astana, Kazakhstan
Abstract: This article analyzes the pedagogical effectiveness of using gaming technologies in teaching English in primary school. Gaming technologies increase students' motivation to learn a language, contribute to increasing their activity and cognitive interest. The study examined the advantages and difficulties of game methods in learning a foreign language for primary school students.
The purpose of the article is to identify effective methods for introducing gaming technologies into English language teaching and show their impact on the development ofstudents' communication skills, creative thinking and teamwork skills.
As the results show, gaming technologies enliven the learning process and significantly increase the level of acquisition of language skills. The use of games not only increases students' interest in learning English, but also plays an important role in developing a culture of communication.
Keywords: game technologies, English language, primary classes, teaching methodology, motivation, pedagogical efficiency.
Introduction
Currently, teaching a foreign language from an early age is one of the most important tasks in the field of education. The search for effective methods of learning English, especially in primary school, is an urgent problem in the development of students' cognitive and communicative abilities. In this context, the introduction of gaming technologies into the educational process is of particular importance.
Gaming technologies facilitate student learning and increase their motivation. Due to the fact that the structural features of games are interesting and accessible to children according to their age, their inclusion in teaching methods will stimulate the learning of a foreign language by students. In addition, learning through games helps develop children's creativity, critical thinking and teamwork skills.
Primary school students often face motivational difficulties when learning a foreign language. Traditional teaching methods do not always arouse children's interest, and game elements can be an effective tool for developing a positive attitude towards learning. Therefore, studying the need and advantages of using gaming technologies is one of the main problems of modern pedagogy.
The article explores the significance of game-based technologies in the educational process, evaluates their effectiveness in enhancing English language proficiency, and presents innovative game methods to boost the motivation of primary school students.
Definition and types of gaming technologies
Gaming technologies are a method of increasing the cognitive activity of students and increasing the effectiveness of learning through the use of game elements or full-fledged games in the learning process. These technologies, in accordance with the age characteristics, interests and psychological development of primary school students, involve them in active learning.
The main goal of gaming technologies is to involve students in the learning process, increase their motivation and allow them to learn new material easily and interestingly. Using games in the learning process improves memory, critical thinking and communication skills of students.
Role-playing games develop students' creativity and improve language skills by simulating real-life situations. For example, students gain real-life communication experience by playing roles such as "shopping in a store" or "doctor and patient." This method allows them to speak freely and feel confident in the language environment.
Simulators are aimed at representing real-life situations and solving them. For example, during the game "Situation at the Airport," students conduct dialogues about buying a ticket or checking at
customs. Apart from improving children's language skills, these games develop their critical thinking and problem-solving skills.
Grammar games help you learn the rules of the language and use them correctly. Students reinforce their grammar skills by putting rules into practice through games such as "writing correct sentences" or "solving grammar puzzles." Such games facilitate easy and interesting learning of particularly complex grammatical structures.
Word games enrich students' vocabulary and teach them to actively use new words. For example, the game "Description of Words" develops students' logical thinking and the ability to describe words. In addition, games make it easier to memorize words and develop skills in using them.
Team games are aimed at developing teamwork skills. During such games, students work in interaction with each other and master the culture of communication to achieve a common goal. Through brain rings or word search games, they learn to understand each other and work together.
Psychological features of elementary school students
Educational interest. Primary school students are very curious and active by nature. They strive to learn new information and understand surrounding phenomena. In this regard, games satisfy their cognitive needs and make the learning process interesting and attractive. Through games, children reveal their capabilities and increase cognitive activity.
Motivation. Play is a natural activity for children. This increases children's self-confidence and increases their motivation to learn. During the game, students act freely when completing tasks, which creates a positive attitude towards learning.
Age characteristics. Since elementary school students have short attention spans, using game elements in lessons helps them maintain interest. In addition, children of this age are prone to social activities. They learn important skills such as communication and cooperation through group games.
Main areas of application of gaming technologies
Studying a new topic. Games are used as an effective way to introduce students to new material. For example, when teaching new words, the Word Find game strengthens students' memory and enriches their vocabulary. In this game, the teacher gives students a description of a word and asks them to find the word. This method creates conditions for the child's active thinking and increases interest in the lesson (Smith, 2020, p. 45).
When learning English grammatical structures, games allow students to practice rather than just memorize rules. For example, in the "Use the Verb in the Correct Tense" game, students are given sentences and have to transform those sentences into the correct tense and use the words correctly. This method helps reinforce grammatical skills (Jones, 2018, p. 89).
Role-playing games are aimed at developing students' communication abilities. For example, the game "Ordering in a Restaurant" develops students' ability to communicate fluently in English in real life situations. In this game, one student plays the role of a customer and the other plays the role of a waiter. As they play, they develop language using new words (Brown, 2017, p. 112).
Problems and limitations
The use of gaming technologies in English classes helps improve students' knowledge and make classes more interesting and effective, but its implementation may encounter some difficulties and limitations.
1) Time limits
It takes a long time to introduce games into the lesson. In order for games to be effective for elementary school students, they cannot be used at all stages of the lesson. As a rule, teachers may not leave too much time to play when they spend too much time completing tasks, which makes it difficult to fully realize the educational purpose of the lesson. Thus, proper preparation of the lesson plan and effective allocation of game time are of great importance.
2) Different levels of training of students
Each student may have a different interest in English and level of training. Some students actively participate in the game, while others may be hesitant to demonstrate their knowledge. This
problem can prevent games from effectively influencing all students. Teachers should take into account the level of training of students, present games and tasks in a balanced way.
3) The emotional state of the students
Since the use of gaming technology helps to increase student engagement, not all children can be affected at the same level. Some students may be too emotionally active, which negatively affects classroom behavior. In addition, competition between students can lead to them feeling uncomfortable or losing interest in classes.
Conclusion
Using gaming technologies in an English lesson is an effective way to increase student motivation and actively involve them in the lesson. This method provides students with an excellent opportunity to improve their language skills, develop speaking skills and easily gain new knowledge. Through play, students learn not only to learn, but also to develop new skills and work in a group.
The pedagogical effectiveness of gaming technologies depends on their proper organization and targeted use. Games have a positive impact not only on improving students' knowledge, but also on their personal and social development. Such methods, which develop students' creativity and increase their interest in learning, give new impetus to the education system.
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