title: ÐÑÐ¿Ð¾Ð»ÑÐ·Ð¾Ð²Ð°Ð½Ð¸Ðµ Ð¸Ð³ÑÐ¾Ð²ÑÑ ÑÐµÑ Ð½Ð¾Ð»Ð¾Ð³Ð¸Ð¹ Ð¿ÑÐ¸ Ð¾Ð±ÑÑÐµÐ½Ð¸Ð¸ Ð¸Ð½Ð¾ÑÑÑÐ°Ð½Ð½Ð¾Ð¼Ñ ÑÐ·ÑÐºÑ ÑÑÑÐ´ÐµÐ½ÑÐ¾Ð² Ð½ÐµÑÐ·ÑÐºÐ¾Ð²ÑÑ ÑÐ¿ÐµÑÐ¸Ð°Ð»ÑÐ½Ð¾ÑÑÐµÐ¹
title: Ð²ÑÐ¿ÑÑÐºÐ½Ð°Ñ ÐºÐ²Ð°Ð»Ð¸ÑÐ¸ÐºÐ°ÑÐ¸Ð¾Ð½Ð½Ð°Ñ ÑÐ°Ð±Ð¾ÑÐ° Ð±Ð°ÐºÐ°Ð»Ð°Ð²ÑÐ°
titleType: Subtitle
title: Using of the game technologies in teaching a foreign language to students of non-linguistic specialties
Creators: name: ÐÐ¾Ð¿Ð°Ð»Ð¸Ð½, ÐÐ»ÐµÐºÑÐ°Ð½Ð´Ñ
Publisher: name: Ð¡Ð°Ð½ÐºÑ-ÐÐµÑÐµÑÐ±ÑÑÐ³ÑÐºÐ¸Ð¹ Ð¿Ð¾Ð»Ð¸ÑÐµÑÐ½Ð¸ÑÐµÑÐºÐ¸Ð¹ ÑÐ½Ð¸Ð²ÐµÑÑÐ¸ÑÐµÑ ÐÐµÑÑÐ° ÐÐµÐ»Ð¸ÐºÐ¾Ð³Ð¾
Year: 2022
Subjects: Ð¸Ð³ÑÐ¾Ð²ÑÐµ ÑÐµÑ Ð½Ð¾Ð»Ð¾Ð³Ð¸Ð¸
Ð¿ÐµÐ´Ð°Ð³Ð¾Ð³Ð¸ÑÐµÑÐºÐ°Ñ Ð¸Ð³ÑÐ°
Ð¸Ð½Ð¾ÑÐ·ÑÑÐ½Ð°Ñ ÐºÐ¾Ð¼Ð¼ÑÐ½Ð¸ÐºÐ°ÑÐ¸Ð²Ð½Ð°Ñ ÐºÐ¾Ð¼Ð¿ÐµÑÐµÐ½ÑÐ¸Ñ
ÑÐ¾Ð»ÐµÐ²Ð°Ñ Ð¸Ð³ÑÐ°
ÑÑÐµÐ±Ð½Ð¾-Ð´ÐµÐ»Ð¾Ð²Ð°Ñ ÑÐ¾Ð»ÐµÐ²Ð°Ñ Ð¸Ð³ÑÐ°
Ð¾Ð±ÑÑÐ°ÑÑÐ°Ñ ÐºÐ¾Ð¼Ð¿ÑÑÑÐµÑÐ½Ð°Ñ Ð¸Ð³ÑÐ°
game technologies
pedagogical game
foreign language communicative competence
role-playing game
educational and business role-playing game
educational computer game

description: ÐÐ°Ð½Ð½Ð°Ñ ÐÐÐ  Ð°Ð½Ð°Ð»Ð¸Ð·Ð¸ÑÑÐµÑ ÑÑÑÐ´Ð½Ð¾ÑÑÐ¸, Ð²Ð¾Ð·Ð½Ð¸ÐºÐ°ÑÑÐ¸Ðµ Ð² Ð¿ÑÐ¾ÑÐµÑÑÐµ Ð¾Ð±ÑÑÐµÐ½Ð¸Ñ Ð¸Ð½Ð¾ÑÑÑÐ°Ð½Ð½Ð¾Ð¼Ñ ÑÐ·ÑÐºÑ ÑÑÑÐ´ÐµÐ½ÑÐ¾Ð² Ð½ÐµÑÐ·ÑÐºÐ¾Ð²ÑÑ ÑÐ¿ÐµÑÐ¸Ð°Ð»ÑÐ½Ð¾ÑÑÐµÐ¹. ÐÑÐ¿Ð¾Ð»ÑÐ·Ð¾Ð²Ð°Ð½Ð¸Ðµ Ð¸Ð³ÑÐ¾Ð²ÑÑ ÑÐµÑÐ½Ð¾Ð»Ð¾Ð³Ð¸Ð¹ ÑÐ°ÑÑÐ¼Ð°ÑÑÐ¸Ð²Ð°ÐµÑÑÑ ÐºÐ°Ðº ÑÐ¿Ð¾ÑÐ¾Ð± Ð½Ð¸Ð²ÐµÐ»Ð¸ÑÐ¾Ð²Ð°Ð½Ð¸Ñ Ð¾Ð±Ð¾Ð·Ð½Ð°ÑÐµÐ½Ð½ÑÑ ÑÑÑÐ´Ð½Ð¾ÑÑÐµÐ¹ Ð¸ ÑÑÐ¾Ð²ÐµÑÑÐµÐ½ÑÑÐ²Ð¾Ð²Ð°Ð½Ð¸Ñ Ð¾Ð±ÑÐ°Ð·Ð¾Ð²Ð°ÑÐµÐ»ÑÐ½Ð¾Ð³Ð¾ Ð¿ÑÐ¾ÑÐµÑÑÐ°. Ð Ð°ÑÐºÑÑÑÑ Ð¿Ð¾Ð½ÑÑÐ¸Ñ Ð¸Ð³ÑÑ, Ð¿ÐµÐ´Ð°Ð³Ð¾Ð³Ð¸ÑÐµÑÐºÐ¾Ð¹ Ð¸Ð³ÑÑ. ÐÑÐ´ÐµÐ»ÐµÐ½Ñ Ð¸ Ð¸Ð·ÑÑÐµÐ½Ñ ÑÐ°ÐºÐ¸Ðµ Ð²Ð¸Ð´Ñ Ð¿ÐµÐ´Ð°Ð³Ð¾Ð³Ð¸ÑÐµÑÐºÐ¸Ñ Ð¸Ð³Ñ ÐºÐ°Ðº ÑÐ¾Ð»ÐµÐ²Ð°Ñ Ð¸Ð³ÑÐ° Ð¸, Ð² ÑÐ°ÑÑÐ½Ð¾ÑÑÐ¸, ÑÑÐµÐ±Ð½Ð¾-Ð´ÐµÐ»Ð¾Ð²Ð°Ñ ÑÐ¾Ð»ÐµÐ²Ð°Ñ Ð¸Ð³ÑÐ°, Ð° ÑÐ°ÐºÐ¶Ðµ Ð¾Ð±ÑÑÐ°ÑÑÐ°Ñ ÐºÐ¾Ð¼Ð¿ÑÑÑÐµÑÐ½Ð°Ñ Ð¸Ð³ÑÐ°. Ð Ð°ÑÑÐ¼Ð¾ÑÑÐµÐ½Ñ Ð¿ÑÐ¸Ð¼ÐµÑÑ Ð²Ð¾Ð·Ð¼Ð¾Ð¶Ð½Ð¾Ð³Ð¾ Ð¸ÑÐ¿Ð¾Ð»ÑÐ·Ð¾Ð²Ð°Ð½Ð¸Ñ ÑÐ°ÐºÐ¾Ð³Ð¾ ÑÐ¾Ð´Ð° Ð¸Ð³Ñ Ð½Ð° Ð·Ð°Ð½ÑÑÐ¸ÑÑ Ð¿Ð¾ Ð¸Ð½Ð¾ÑÑÑÐ°Ð½Ð½Ð¾Ð¼Ñ ÑÐ·ÑÐºÑ Ñ ÑÑÑÐ´ÐµÐ½ÑÐ¾Ð²-Ð½ÐµÐ»Ð¸Ð½Ð³Ð²Ð¸ÑÑÐ¾Ð². ÐÐ¿Ð¸ÑÐ°Ð½ Ð¿ÐµÐ´Ð°Ð³Ð¾Ð³Ð¸ÑÐµÑÐºÐ¸Ð¹ ÑÐºÑÐ¿ÐµÑÐ¸Ð¼ÐµÐ½Ñ, Ð²ÐºÐ»ÑÑÐ°ÑÑÐ¸Ð¹ Ð² ÑÐµÐ±Ñ Ð¸ÑÐ¿Ð¾Ð»ÑÐ·Ð¾Ð²Ð°Ð½Ð¸Ðµ Ð½Ð° ÑÐ´Ð°Ð»ÐµÐ½Ð½ÑÑ Ð·Ð°Ð½ÑÑÐ¸ÑÑ Ð¿Ð¾ Ð¸Ð½Ð¾ÑÑÑÐ°Ð½Ð½Ð¾Ð¼Ñ ÑÐ·ÑÐºÑ Ñ ÑÑÑÐ´ÐµÐ½ÑÐ¾Ð² ÑÐ¿ÐµÑÐ¸Ð°Ð»ÑÐ½Ð¾ÑÑÐ¸ Â«ÐÐµÐ½ÐµÐ´Ð¶Ð¼ÐµÐ½ÑÂ» Ð¾Ð±ÑÑÐ°ÑÑÐµÐ¹ ÐºÐ¾Ð¼Ð¿ÑÑÑÐµÑÐ½Ð¾Ð¹ Ð¸ ÑÑÐµÐ±Ð½Ð¾-Ð´ÐµÐ»Ð¾Ð²Ð¾Ð¹ ÑÐ¾Ð»ÐµÐ²Ð¾Ð¹ Ð¸Ð³Ñ. Ð ÐµÐ·ÑÐ»ÑÑÐ°ÑÑ Ð´Ð°Ð½Ð½Ð¾Ð³Ð¾ ÑÐºÑÐ¿ÐµÑÐ¸Ð¼ÐµÐ½ÑÐ° Ð¿ÑÐµÐ´ÑÑÐ°Ð²Ð»ÐµÐ½Ñ Ð² Ð²Ð¸Ð´Ðµ Ð¾ÑÐµÐ½ÐºÐ¸ ÑÐµÑÐµÐ²ÑÑ ÑÐ¼ÐµÐ½Ð¸Ð¹ ÑÑÑÐ´ÐµÐ½ÑÐ¾Ð², ÑÑÐ°ÑÐ¸ÑÑÐ¸ÑÐµÑÐºÐ¸Ñ Ð´Ð°Ð½Ð½ÑÑ, Ð´ÐµÐ¼Ð¾Ð½ÑÑÑÐ¸ÑÑÑÑÐ¸Ñ Ð¸Ð·Ð¼ÐµÐ½ÐµÐ½Ð¸Ðµ ÑÑÐ¾Ð²Ð½Ñ Ð»ÐµÐºÑÐ¸ÑÐµÑÐºÐ¸Ñ Ð¸ Ð³ÑÐ°Ð¼Ð¼Ð°ÑÐ¸ÑÐµÑÐºÐ¸Ñ Ð·Ð½Ð°Ð½Ð¸Ð¹ Ð¾Ð±ÑÑÐ°ÐµÐ¼ÑÑ, Ð° ÑÐ°ÐºÐ¶Ðµ Ð² Ð²Ð¸Ð´Ðµ Ð¾Ð±Ð¾Ð±ÑÐµÐ½Ð¸Ñ ÑÐµÐ·ÑÐ»ÑÑÐ°ÑÐ¾Ð² Ð°Ð½ÐºÐµÑÐ¸ÑÐ¾Ð²Ð°Ð½Ð¸Ñ, Ð¿Ð¾ÐºÐ°Ð·ÑÐ²Ð°ÑÑÐ¸Ñ Ð·Ð°Ð¸Ð½ÑÐµÑÐµÑÐ¾Ð²Ð°Ð½Ð½Ð¾ÑÑÑ ÑÑÑÐ´ÐµÐ½ÑÐ¾Ð² Ð² Ð¿ÑÐ¸Ð¼ÐµÐ½ÐµÐ½Ð¸Ð¸ Ð¸Ð³ÑÐ¾Ð²ÑÑ ÑÐµÑÐ½Ð¾Ð»Ð¾Ð³Ð¸Ð¹ Ð² Ð¿ÑÐ¾ÑÐµÑÑÐµ Ð¾Ð±ÑÑÐµÐ½Ð¸Ñ Ð¸Ð½Ð¾ÑÑÑÐ°Ð½Ð½Ð¾Ð¼Ñ ÑÐ·ÑÐºÑ.
description: This final qualification work analyzes the difficulties that may appear in the process of teaching a foreign language to students of non-linguistic specialties. The use of game technologies is considered as a way to get rid of the indicated difficulties and to improve the educational process. The definitions of the game and the pedagogical game are given. Such types of pedagogical games as a role-playing game and an educational and business role-playing game in particular, as well as an educational computer game are identified and studied. Examples of the possible use of such games in foreign language classes for non-linguist students are provided. A pedagogical experiment is described, including the use of computer training and business role-playing games in remote foreign language classes for students of the "Management" specialty. The results of this experiment are presented in the form of assessment of students' speech skills, statistical data demonstrating changes in the level of lexical and grammatical knowledge of students, as well as in the form of generalizing the survey results showing students' interest in using game technologies in the process of studying a foreign language.