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Chapter 2. THE PRACTICAL IMPACT OF THE RESEARCH OF GAME


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MEHRANGIZ

Chapter 2. THE PRACTICAL IMPACT OF THE RESEARCH OF GAME
What is the game for foreign language lessons in terms of both content and mechanism of action? Game is a little situation, the building of which resembles a dramatic work of its plot, conflict, and actors. During the game, the situation is played several times, each time has a version automated at the same time, the situation of the game real-lifelike situation. Thus, we consider the game as a situational variative exercise that raises the possibility for multiple repetitions of the speech sample in conditions close to the actual verbal communication with its inherent characteristics - emotionality, spontaneity, and action-oriented speech effect.


2.1. The objectives of case studies
Objectives of our developing games:
1. Creating and conducting a series of role-play games
2. Proving the effectiveness of using role-play games in foreign language lessons;
3. Identify the advantages and disadvantages of role-play games.«Traveling»
Example of a game «Traveling» in a group Let us assume that the group consists of 10 students. The level of student’s knowledge is pre-intermediate
Goals:

      1. To develop speech and self-activity of pupils, the development of dialogue speech.

      2. To elaborate on structures of persuasion and overpronation

      3. To increase the motivation for language learning




Stage 1. Equipment3. The course of the lesson

Role play 1. Cards - situations 2. Cards - the countries Dialogues The classroom should be divided into areas There are five areas - the five countries To split the group into pairs, 10 students - 5 pairs. Each pair begins her "tour" with a specific country Task: To make a dialogue, moving around. There is a new situation in every country There are 25 Thus, 5 pairs have 5 dialogues. The students are given a certain period - 5 min for a dialogue, during which time they have to speak. After the time is up everyone stops, and each pair says their situation to the whole group and summarizes to what conclusion they came. Thus, visiting five countries around the world, playing in every country on the situation, the students have learned the 25 cases At the end of the lesson to summareverythinghing.

Note Dialogfor are given in Appendix
Country study
An example of the game «Country study» as a «quiz show» in a Group Presumably there were 12 students in the group at the lesson. Students have already attended a course of lectures on the subject, and they have some knowledge of the field of "Country".
1. Revision consolidation of the studied material, exam preparation;
2. Increasing the motivation of learning a foreign language.

Stage 1. Equipment 2. The course of the lesson

Role play 1. The playing field 2. Chips 3. Dice The game is played in a competition. Students are divided into four groups. Each team, where it’s a version of the questions that are arranged in a "snake" but every ‘snake’ goes to one finish. The presence of four different variants of questions helps to avoid a repetition of the same question issues in other groups. Students take turns throwing dice, make the number of steps that fall on the field, and answer the question of geography. If the student answered incorrectly, they returned to their original positions. The winner is the team, which will make the least mistakes and the first pass away to the finish.

Role-playing is a teaching strategy that enables students to engage with the topic in a way that is not possible in a traditional method (Piscitelli, 2020). It requires the students to participate in a play to represent a specific role or character. It is an important way for the students to practice speaking. In addition, this way gives the students chance to communicate with other people provisionally. Role-play is a favorite activity in speaking class. In role-play, students need extra time to prepare what they have to say. The role gives some opportunities for the students to use the script with its difficulties. The teachers can guide the role-play. The responsiveness to the complexity is the technique to decide the score. This technique makes the test-takers more simple, intensive, and responsive (Wulandari et al, 2019).



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