Abstract
Mazkur maqolada ingliz tili darslarida gamifikatsiya vositalaridan foydalanish orqali maktab o‘quvchilarining leksik kompetensiyasini rivojlantirishning pedagogik va metodik imkoniyatlari tahlil qilinadi. Zamonaviy ta’lim jarayonida o‘quvchilarning yangi so‘zlarni o‘zlashtirishi, ularni kontekstda to‘g‘ri qo‘llashi, faol lug‘at boyligini kengaytirishi va kommunikativ vaziyatlarda erkin foydalanishi muhim vazifalardan biridir. Shu nuqtayi nazardan, gamifikatsiya elementlari — ball, reyting, daraja, mukofot, topshiriq, musobaqa va interaktiv o‘yinlardan foydalanish o‘quvchilarning darsdagi faolligini oshirish imkonini beradi. Maqolada gamifikatsiyaning leksik kompetensiyani shakllantirishdagi motivatsion, kognitiv, kommunikativ va refleksiv funksiyalari yoritilgan. Shuningdek, ingliz tili darslarida Quizlet, Kahoot!, Wordwall va boshqa raqamli vositalardan foydalanishning metodik imkoniyatlari ko‘rib chiqilib, gamifikatsiyaga asoslangan topshiriqlar tizimi taklif etiladi.
References
1. Deterding S., Dixon D., Khaled R., Nacke L. From Game Design Elements to Gamefulness: Defining “Gamification” // Proceedings of the 15th International Academic MindTrek Conference. 2011. P. 9–15.
2. Nation I.S.P. Learning Vocabulary in Another Language. 2nd ed. Cambridge: Cambridge University Press, 2013.
3. Schmitt N. Vocabulary in Language Teaching. Cambridge: Cambridge University Press, 2000.
4. Kapp K.M. The Gamification of Learning and Instruction: Game-Based Methods and Strategies for Training and Education. San Francisco: Pfeiffer, 2012.
5. Hamari J., Koivisto J., Sarsa H. Does Gamification Work? — A Literature Review of Empirical Studies on Gamification // Proceedings of the 47th Hawaii International Conference on System Sciences. 2014. P. 3025–3034.
6. Gee J.P. What Video Games Have to Teach Us About Learning and Literacy. New York: Palgrave Macmillan, 2003.