Cutting edge-science2022 Shawnee, usa


Download 0.9 Mb.
Pdf ko'rish
bet22/75
Sana18.02.2023
Hajmi0.9 Mb.
#1209537
1   ...   18   19   20   21   22   23   24   25   ...   75
Bog'liq
USA november december 2022

 
 


ISBN 978-1-64945-234-4
DOI
https://doi.org/10.5281/zenodo.7509018
31 
CUTTING EDGE-SCIENCE 
2022 Shawnee, USA October 
PEDAGOGY 
Vocabulary games for young learners 
Allanazarova Mamura Akhmedovna,
Teacher, Specialized Branch of Tashkent State University of Law,
General Educational Disciplines Department 
m.akhmedovna@mail.ru 
Abstract: Game – One or more players could play in a game to compete or cooperate 
according to a set of rules. When teaching young learners vocabulary by using 
games, teachers must be patient in finding new and interesting ways so that pupils 
can enjoy learning. Games can help young learners acquire vocabulary effectively. 
This article presents some methods to teach vocabulary such as Total Physical 
Response (TPR) and Communicative Language Teaching (CLT). It gives 
methodical instructions how to use in the classroom popular vocabulary games like 
Hot Potatoes, Last One Standing, Pictionary which are considered effective to young 
learners. 
Keywords: game, skills, motivation, Total Physical Response (TPR), Hot Potatoes, 
Last One Standing, Pictionary. 
The notion of game has been re-comprehended in the science and in the practice of 
last years as a social and serious category. Possibly that is why the games become 
common in the practice of teaching languages more actively. It is known that a game 
is one of the most efficient, flexible and universal methods of teaching. It encourages 
activity in process of teaching, makes it more efficient, as well as to form and further 
to develop learning motivation. Analysis of psychological and pedagogical works 
on the origin of game's there in whole allows showing spectrum of its purposes for 
students' development and self-actualization. K. Livingston defines the games as the 
elementary school of behavior. He believes whatever external or internal factors of 
the games are motivated with; their meaning is in becoming a school of life for 
students. The game is objectively primary spontaneous school, seeming chaos that 
gives the children an opportunity to get acquainted with behavior of people 
surrounding them. Didactic meaning of the game was proved by KD. Ushinskiy. 
Pedagogical phenomenon of the learner’s game, interpreted in works of D.B. 


ISBN 978-1-64945-234-4
DOI
https://doi.org/10.5281/zenodo.7509018
32 

Download 0.9 Mb.

Do'stlaringiz bilan baham:
1   ...   18   19   20   21   22   23   24   25   ...   75




Ma'lumotlar bazasi mualliflik huquqi bilan himoyalangan ©fayllar.org 2024
ma'muriyatiga murojaat qiling