The role and importance of innovative technologies in teaching a foreign language


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ANVARBEKOVA OYDINOY (2)


The role and importance of innovative technologies in teaching a foreign language.”
Anvarbekova Oydinoy
MA student of foreign languages direction of
the ministry of the higher education, science
and innovations of the republic of uzbekistan
Andizhan State Institute of Foreign languages


Abstract. This article reveals with the main methods of developing speaking skills in teaching foreign languages effectively. It scientifically based that the organization of speaking is a key factor in achieving communication.
Key words: Gamification, personalized learning, increased accessibility, communicative competence.
Technology became to play a very important role in today’s education. Improvement of technology led to many new inventions which teachers started to use in education. In this way, education advanced to a degree where teachers get many new aids together with an opportunity to make their lesson more interesting to students. The students could also use those inventions in order to help them while learning and doing their home works.
Innovative teaching technologies are important component in any classroom today. They are important because of the fact that they include helping learners improve their comprehensive skills and relieving anxiety or boredom by presenting information in a new and interesting way. In this case, imagination plays an important role. Using imagination is a key for discovering a teaching technologies which is needed. It is also important to consider the age of students and the subject, which is taught.
The use of innovative pedagogical technologies in education is a demand and need in all spheres of educational system at present. It gives a kind of stimulus and motivation in the further development of teaching foreign languages [1].
Innovative pedagogical technologies have become increasingly important in teaching foreign languages due to the following reasons:
1. Enhanced engagement and motivation: Innovative pedagogical technologies, such as gamification, virtual reality, and interactive whiteboards, can make language learning more engaging and motivating for students. These technologies provide a more interactive and immersive learning experience, making it easier for students to stay engaged and motivated.
2. Personalized learning: Innovative pedagogical technologies can be used to personalize language learning for each student. Adaptive learning technologies can adjust the difficulty level of tasks based on the student's performance, while machine-learning algorithms can recommend learning materials based on the student's interests and learning style.
3. Improved language skills: Innovative pedagogical technologies can help students improve their language skills by providing instant feedback on their pronunciation, grammar, and vocabulary. This feedback helps students identify their weaknesses and work on improving them.
4. Increased accessibility: Innovative pedagogical technologies can make language learning more accessible to a wider range of students. For example, online language courses can be accessed from anywhere with an internet connection, making it easier for students who live in remote areas or have mobility issues to learn a foreign language.
5. Globalization: With the increasing globalization of the world, knowing a foreign language has become an important skill for many professions. Innovative pedagogical technologies can help students develop the language skills they need to succeed in a globalized world [4].
Games encourage, entertain, teach, and promote fluency. If not for any of these reasons, they should be used just because they help students see beauty in a foreign language and not just problems.
There are many factors to consider while discussing games, one of which is appropriacy. Teachers should be very careful about choosing games if they want to make them profitable for die learning process. If games are to bring desired results, they must correspond to either the student's level, or age, or to the material that is to be introduced or practiced. Not all games are appropriate for all students irrespective of their age. Different age groups require various topics, materials, and modes of games. For example, children benefit most from games, which require moving around, imitating a model, competing between groups and the like. Furthermore, structural games that practice or reinforce a certain grammatical aspect of language have to relate to students' abilities and prior knowledge, Games become difficult when the task or the topic is unsuitable or outside the student's experience [5].
Another factor influencing the choice of a game is its length and the time necessary for its completion. Many games have a time limit, but the teacher can either allocate more or less time depending on the students' level, the number of people in a group, or the knowledge of the rules of a game etc.
Games are often used as short warm-up activities or when there is some time left at the end of a lesson. Yet, us Lee observes, a game "should not be regarded as a marginal activity filling in odd moments when the teacher and class have nothing better to do" [5]. Games ought to be at the heart of teaching foreign languages. Rixon suggests that games be used at all stages of the lesson, provided that they are suitable and carefully chosen. At different stages of the lesson, the teacher's aims connected with a game may vary [2].
Games also lead themselves well to revision exercises helping learners recall material in a pleasant, entertaining way. All authors referred to in this article agree that even if games resulted only, in noise and entertained students, they are still worth paying attention to and implementing in the classroom since they motivate learners, promote communicative competence, and generate fluency.
However, can they be more successful for presentation and revision than other techniques? The following part of this article is an attempt at finding the answer to this question [4].
Games also help the teacher to create, contexts in which the language is useful and meaningful. The leaners want to take part and in order to do so must understand what others are saying or have written, and they must speak, or write in order to express their own point of view or give information.".
The need for meaningfulness in language learning has been accepted for some years. A useful interpretation of 'meaningfulness' is that the learners respond to the content in a definite way. If they are amused, angered, intrigued or surprised the content is clearly meaningful to them. Thus, the meaning of the language they listen to, read, speak and write will be more vividly experienced and, therefore, better remembered. If it is accepted that games can provide intense and meaningful practice of language, then they must be regarded as central to a teacher's repertoire. They are thus not for use solely on wet days and at the end of term!' Another distinguished scholar, Aydan Ersoz, of USA noted them following [4]:
Language learning is a hard task which can sometimes be frustrating. Constant effort is required to understand, produce and manipulate the target language. Well-chosen games are invaluable as they give students a break and at the same time allow students to practice language skills. Games are highly motivating since they are amusing and at the same time challenging. Furthermore, they employ meaningful and useful language in real contexts. They also encourage and increase cooperation.
Games are highly motivating because they are amusing and interesting. They can be used to give practice in all language skills and be used to practice many types of communication.
In conclusion, pedagogical technologies has a special feature with respect to other basic human activities, such as eating or sleeping: when we eat or sleep, we eat or sleep.
When we play, we can (pretend to) eat or sleep, and eating and sleeping become parts of a playful dimension. Children can decide to play in every situation and with any object, which becomes a toy.
For example, when children "play house," they are pretending (playing) to perform daily chores such as cooking and cleaning. When little girls play "mommy", they are imitating (playing) what mothers do to their babies. Thus, playing is not something that we do distinctly apart from daily life. It is a modality of doing things, a mode of human experience, a sort of envelope of what we do that give a specific different hue to the activities that we perform. This mode of experience is natural to children, while it is more difficult to adults [3].
What is a game then? The answer cannot come in a few lines, and the whole chapter is a partial effort to provide some initial insight. Yet from this perspective a game is a structured set of rules that create a space in which the playing mode of experience is possible to adults.
Game playing is then a specific activity such as eating and sleeping, and in this sense it is possible to distinguish playing, as a natural mode of experience, from game and game play, a culture-based activity.
REFERENCES.
1. Sh.S.Alimov “Innovative technologies of improving speech skill in English”
2. Rixon, S. 1981. How to use games in language teaching London: Macmillan Publishers Ltd.
3. “Game and design fundamentals. The magic circle described by Selen and Zimmerman 2004.
4. www.google.com
5. www.bookdepository.com
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