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Игровой метод «Искейп-рум» (Escape room) при изучении английского языка

Игровой метод «Искейп-рум» (Escape room) при изучении английского языка

Abstract

Исследование представляет собой эксперимент, описывающий поэтапный процесс, в котором студенты принимают участие в квест-игре Еscape room на занятиях по английскому языку, а затем на основе проанализированных оригинальных текстов создают авторские сценарии игр, взяв за основу метод Escape room. В статье описана история создания метода Escape room, дана краткая характеристика разным видам квест-игр и их тактико-стратегическому потенциалу. Эксперимент подразумевает разработку игровых сценариев с использованием новых цифровых возможностей и их последующее применение на практике – на занятиях по английскому языку. Работа имеет практическую значимость, так как квест-игры могут служить эффективным тренингом для снятия языкового барьера, отработки лексики и навыков общения. Кроме того, они могут служить индикатором уровня знаний студентов. Отмечается, что мотивация к общению на иностранном языке в таких играх значительно повышается. The study is an experiment describing a step-by-step process in which students take part in the quest game “escape room” in English classes, and then, based on the analyzed original texts, create original game scenarios using the “escape room” method as a basis. The article describes the history of the creation of the “escape room” method, gives a brief description of different types of quest games and their tactical and strategic potential. The experiment involves the development of game scenarios using new digital capabilities and their subsequent application in practice – in English classes. The work has practical significance, since quest games can serve as effective training for removing the language barrier, practicing vocabulary and communication skills. In addition, they can serve as an indicator of students' knowledge level. It is noted that the motivation to communicate in a foreign language in such games increases significantly.

Country
Belarus
Keywords

Interactive teaching methods, English language, Methods of teaching english, Интерактивные методы обучения, IT technologies, Английский язык, Quest technologies, IT-технологии, Методика преподавания английского языка, Квест-технологии

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    This indicator reflects the initial momentum of an article directly after its publication, based on the underlying citation network.
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selected citations
These citations are derived from selected sources.
This is an alternative to the "Influence" indicator, which also reflects the overall/total impact of an article in the research community at large, based on the underlying citation network (diachronically).
BIP!Citations provided by BIP!
popularity
This indicator reflects the "current" impact/attention (the "hype") of an article in the research community at large, based on the underlying citation network.
BIP!Popularity provided by BIP!
influence
This indicator reflects the overall/total impact of an article in the research community at large, based on the underlying citation network (diachronically).
BIP!Influence provided by BIP!
impulse
This indicator reflects the initial momentum of an article directly after its publication, based on the underlying citation network.
BIP!Impulse provided by BIP!
0
Average
Average
Average
Green