Game technologies are increasingly being used in education as a way to engage students and make learning more fun and effective. This is especially true in the teaching of foreign languages, where games can be used to practice vocabulary, grammar, and pronunciation in a more natural and interactive way. This article explores the importance of using game technologies in the teaching of English as a foreign language (EFL) at school. It begins by discussing the benefits of using games in the classroom, such as increased motivation, improved engagement, and better retention of information. Furthermore, this work also discusses the challenges of using game technologies in the classroom, such as the need for teacher training and the potential for students to become addicted to games. Overall, this article highlights a comprehensive overview of the significance of utilizing game technologies in the teaching of EFL at school.
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inLibrary — это научная электронная библиотека, построенная на парадигме открытой науки (Open Science), основными задачами которой является популяризация науки и научной деятельности, общественный контроль качества научных публикаций, развитие междисциплинарных исследований, современного института научной рецензии, повышение цитируемости узбекской науки и построение инфраструктуры знаний.
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