GAME-PLAYING TECHNOLOGIES AT LESSONS OF RUSSIAN AS
FOREIGN LANGUAGE
(Ikhsangaliyeva
G., Nurzhanova Zh., Kazakh National University,
named
after Al-Farabi, Almaty)
It is already long
time that a linguistic principle as a basic principle of language teaching has
given way to the communicative one in theory and practice. The purpose of teaching
foreign students in the University is to develop their communicative competence.
That is a set of programs of verbal behavior, depending on the person's ability
to navigate in an environment of communication. These target principles of
teaching Russian as a foreign language highlight the activity-related teaching didactic
tools as an important factor for the effectiveness of the educational process.
These tools include educational and, in particular, didactic games. They could
not better implement a technological approach to the teaching. In the various
systems of education game has special place.
Psychologists
proved that game "justifies" a transition to a new language. Game is
both: interesting kind of work for the student and an analogue of language
exercises for the teacher, through which the skills of all kinds of speech
activity are developed.
Game has a
universal feature: the use of game techniques can be adapted to different goals
and objectives.
Game technologies
at an early stage of training provide a long-term nature of learning and
mastering of skills and abilities.
An educational game
is a game used in the learning process as an assignment containing the learning
task (problem, problem situation), a solution of which will ensure the
achievement of a specific learning goal.
Using a game in
class sessions, a teacher creates and develops students' skills and ability to
find necessary information, to transform it, to elaborate on its basis plans
and decisions in both: stereotype and non-stereotypical situations. Recreative
game elements allow students to overcome most of the difficulties associated
with a conditional nature of the foreign language communication. In addition,
the game situations in the classroom are designed to create an atmosphere of relaxedness
and spontaneity.
Educational game should be purposeful.
The unusual form of a lesson, its unconventional nature helps to maintain
interest in the target language. Being introduced into the system of
traditional training, educational game performs several functions:
incentive-motivational, pedagogic, orienting and compensatory.
The game is used as
a means of visualization and as an exercise. It is necessary to remember that
game is not an end in itself, but a tool to enhance vocabulary, grammar,
pronunciation, reading, writing and oral expression.
Another positive
feature of didactic games in the process of teaching Russian language for
foreign students is a fact that preparations for a game activate students'
independent work. So, it is necessary to include in it the tasks which promote
self-preparation for a didactic game, and this not only to assimilate new
vocabulary, but also to model certain types of speech, as well as to select
needed informational materials.
With the involvement
of students in the situation of a didactic game their interest to the educational
activity increases dramatically, the material under study becomes more comprehensible
and performance increases significantly.
Didactic game is a
quite broad group of methods and techniques of organizing the educational
process. The main difference between game in general and the didactic game consists
of the fact that the latter has following essential features: a clearly stated
purpose of learning and a corresponding teaching result. Both can be
substantiated, distinguished in explicit form and are characterized by learning
and cognitive orientation. A characteristic feature of such lessons is that a
didactic game is included in their construction as one of the structural
elements of the lesson.
Didactic games (DG)
can be classified according to several attributes:
• functional and
target-oriented use
• time of performance
• structure and
composition
There are three
types of functional and target-oriented DG: diagnostic DG, role DG and control
DG.
According to the
time of performance, DG can be large (4 hours and more), medium (2-3 hours),
small (1 hour) and mini-games (less than 1 hour).
Structural and
compositional construction of DG may be tightly programmed or adaptive.
Considering
above-mentioned attributes combination, DG can be classified on the generalized
basis as follows:
- fragmented didactic
games, each piece of which is based on a solution of educational problem
related to a specific element of the training material;
- integral issue-related
didactic games associated with a solution of several pedagogical problems according
to the educational theme;
- complex didactic
games that combine reproductive and productive activities of students and serve
to solve a set of educational and developmental problems.
Didactic games are
different versions of educational technology.
Modern conceptions
of educational technology are associated with the systematic and consistent
practice implementation of a pre-designed, evidence-based educational process.
In this sense, educational technology is a purely practical implementation of
key provisions of didactics and pedagogy in general. It is already not doubted
that successful teaching is impossible without technology. This is because the teaching
technology is an integration of theoretical and empirical efforts to identify
learning objectives, educational content, possibilities of a combination of
teacher’s and students’ activities, necessary training forms, methods and
teaching aids, as well as determination of the learning process effectiveness.
The technology also
considers efficient use of time, selection of appropriate techniques, forms, procedures,
individual approach, exercises appropriateness and etc. An example of the educational
technology use in practice can be development and application of didactic games
for teaching of a foreign language, in our case Russian language.
The main stages of
preparation and conduct of DG are the following:
1. Preparatory:
preparation of a teacher for a game (definition of objectives, rules and
regulations of a game, training and self-preparation of students for a game,
preparation of didactic, methodological and technical support of a game), evaluation
of students' readiness for a game, preliminary playing groups organization.
2. Introduction to a
game: introduction of a theme of a game to participants, presentation of
information by teacher, tuning the students’ mindset for a game, presentation
of script and rules of a game, formation of playing groups, distribution of
role responsibilities, giving a game task, providing didactic, methodological
and technical materials.
3. Game itself:
discussion of the assignment in groups, consulting of the master of a game, roles
performance by participants, communicative interaction of players within the playing
groups, organization of a group thinking activity (GTA) within the playing
groups, discussion of solution options, choice of an optimal solution for the
task, a group speaker selection, training visualization, presentation,
questions and answers, intragroup discussions.
4. Final stage:
reflection of the participants, reflection of the master of a game, the winners
determination, summing up of the game by the master of a game.
5. Post-playing
stage: analysis of substantive and procedural sides of the DG, analysis and
evaluation of the results.
Didactic and
methodical support of a DG, or so-called package of a didactic game, includes:
1. Text materials.
2. Speech
materials.
3. Linguistic
materials.
4. Scenario of a didactic
game:
a) plot description;
b) list of the
rules of a game;
c) regulations;
d) indication of
the sequence of actions in a game;
e) description of
the roles of participants and social conditions in which there was verbal
interaction.
Text materials
should include:
a) problem information
to be discussed;
b) samples of oral polemic
speeches;
c) use of
television and broadcasting plots.
Linguistic comment
is:
a) lexical and
grammatical information and rules;
b) exercises and
activities to eliminate the formal difficulties in reading and reproducing of
texts.
Speech material includes:
a) list of speech
acts that serve different stages of a game;
b) rules of the
connection of speech acts in the circuit of the connected monologue utterance;
c) tasks and
exercises motivating communication between participants of a game.
In the context of
the above-mentioned, usually teachers use the following types of lessons:
1) role-playing
games in class (staging);
2) ludic
organization of educational process with the use of game tasks
(tutorial-contest lesson, trip-lesson, presentation-lesson);
3) ludic
organization of educational process with the use of tasks that are usually
offered at a traditional lesson (find an orfogramm, produce one of the kinds of
parsing, etc.);
4) use of a game at
a some point during the lesson (beginning, middle, end; acquaintance with a new
material, reinforcement of knowledge and skills, repetition and systemization
of a studied material).
The basis of a
didactic game is an innovative content. It lies in the assimilation of the
knowledge and skills that are used in solving educational problem. Game
equipment includes usual lesson equipment: visual aids, training aids, didactic
handouts, etc. The lessons include a variety of phonetic, lexical and
grammatical games.
Important factors
in the early stage of study of Russian as a foreign language are learning of the
alphabet and development of reading skills. Therefore, a diversity of game
forms at this stage is crucial.
Basing on practice
experience, the following most simple games for the study of the alphabet could
be recommended:
1. Ball throwing,
calling the letter of the alphabet in the modes of: teacher-student, student-student,
student-teacher.
2. One student calls
any letter of the alphabet, other one should continue it.
3. One student
calls a letter, another one should name both: a letter which is before the
mentioned one and a letter standing after the named one, according to the
alphabet order.
4. A student should
add corresponding lowercase letters to uppercase ones and vice versa;
5. Fill in the
missing letters.
6. A student should
correct the order of the letters in the alphabet.
7. A student should
find errors in the written alphabet.
8. A student should
clap his hands when vowels are pronounced.
For memorization of
a vocabulary and writing skills development a dictation on the pictures can be
carried out.
Thus, the game is
not opposed to the traditional education process, it is not inconsistent with
modern theories of teaching, but is a form of integrated education, which
should unite all types of training, the best of what was, is and will be in the
theory and technology of teaching Russian as a foreign language.