چکیده:
The article discusses the integrative use of Tehno-R educational and gaming technology. The authors presented the Techno-R technology for teaching foreign languages, which was subjected to experimental verification and showed an effective result in the formation of linguistic and speech competencies. Experimental studies continue currently and a search is underway for the application of this technology in combination with other technologies, in particular, with gaming computer technologies. The authors developed a methodology for including the game in the process of Techno-R technology and conducted experimental training on Ecology with third-year students of the Institute of Philology and Intercultural Communication of Kazan Federal University using the game - "Luc et son examen d'écologie", developed by a co-author of this article. Due to the fact that the experiential training was aimed at the formation of speech competence in the field of listening, the game was developed in accordance with the methodology of the formation of the ability to aurally perceive foreign language. In particular, the developed game included exercises to understand audio texts reflecting various situations of communication on the topic of "Ecology" on the issues of "Natural Disasters", "Municipal Policy "Clean City", "Measures to Combat Urban Pollution". The results of experimental training showed not only a higher quality of the formed competencies but also a significant increase in educational motivation. The results obtained during experimental training are the basis for continuing scientific research at the level of experiments using mathematical statistics methods to determine the validity of empirically obtained data.
خلاصه ماشینی:
The authors presented the Techno-R technology for teaching foreign languages, which was subjected to experimental verification and showed an effective result in the formation of linguistic and speech competencies.
The authors developed a methodology for including the game in the process of Techno-R technology and conducted experimental training on Ecology with third-year students of the Institute of Philology and Intercultural Communication of Kazan Federal University using the game - "Luc et son examen d'ecologie", developed by a co-author of this article.
In particular, we can talk about the use of the computer or mobile gaming applications in foreign language classes that are designed not to replace traditional teaching materials but to effectively complement the process of assimilation, consolidation, practical application and control of the knowledge, skills, and abilities that make up the communicative competencies.
The methodological basis of Techno-R finds its expression in the operational aspect and is presented in the following stages: statement of the educational problem (teacher); study of the indicative basis of speech actions (teacher and student); training in completing a task (for students under the guidance of a teacher); control tasks (student); determination of the level of formed competence (student and teacher).
Continuing the search for effective ways of mastering the communicative competence of students, we are trying to incorporate gaming technology into the Techno-R structure by the example of the formation of the French language and listening skills.