Practical Application Of Gamified Digital Tools In Teaching English As A Foreign Language At University
Keywords:
gamification; English as a foreign language; digital tools; Kahoot!; Quizlet; Duolingo; vocabulary; university students; lesson design.Abstract
The thesis is devoted to the practical aspects of using gamification in teaching English as a foreign language to university students. The most widely used gamified digital platforms, including Kahoot!, Quizlet, Wordwall, Duolingo and Classcraft, are analysed in terms of their didactic functions and their use for developing vocabulary, grammar and communicative skills. A model for integrating gamified activities into the stages of an English lesson and of a course is proposed. Typical difficulties in the use of gamification and ways of overcoming them are discussed. It is concluded that gamified tools are most effective when they are combined with communicative tasks and used purposefully at particular stages of learning.
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