SHS Web Conf.
Volume 113, 2021International Scientific and Practical Conference “Professionalism of a Teacher: Psychological and Pedagogical Support for a Successful Career” (ICTP 2021)
|Number of page(s)||7|
|Published online||25 June 2021|
Motivation fostering through gaming technologies
1 Samara State Technical University, Samara, Russia
2 Samara Branch of Moscow City Pedagogical University, Samara, Russia
3 Samara state university of social sciences and education, Samara, Russia
* Corresponding author: firstname.lastname@example.org
Modern educational strategies are focused on the formation of new students’ life attitudes and personal characteristics: today it is important to develop cognitive skills and promote educational motivation. The ways of fostering motivation of students at the initial stage are discussed in the paper. In this article, special attention is paid to the theoretical issues of teaching English, moreover, methodological foundations of teaching English with the help of gaming technology are reviewed. The analysis of psychological, pedagogical, methodological literature made it possible to reveal the theoretical basis of the problem and create a specific approach for stimulating students’ motivation. The article presents a set of developed didactic games that enhance motivation in the process of teaching the English language at the primary stage. The authors have studied in detail the problem of using game and play activity at English lessons, have identified its positive effect on learning, training and revising of educational material. A number of didactic requirements for games are examined, thus identified the necessity to take into account the age of learners, their interests, as well as the correct approach to involve each student in the game. The most relevant game technologies are considered separately, and their effectiveness (or inefficiency) is confirmed by means of an experiment. The authors prove the obtained results with reference to statistic sign test as it is considered to be one of the most effective and promising in scientific-analytical and reflexive research. Authors’ theoretical and experimental research has shown the possibility of forming motivation of junior students by means of using didactic games and substantiated the importance of their use to achieve the goal.
© The Authors, published by EDP Sciences, 2021
This is an Open Access article distributed under the terms of the Creative Commons Attribution License 4.0, which permits unrestricted use, distribution, and reproduction in any medium, provided the original work is properly cited.
Current usage metrics show cumulative count of Article Views (full-text article views including HTML views, PDF and ePub downloads, according to the available data) and Abstracts Views on Vision4Press platform.
Data correspond to usage on the plateform after 2015. The current usage metrics is available 48-96 hours after online publication and is updated daily on week days.
Initial download of the metrics may take a while.