Gamification as an innovative educational approach to second language learning
Abstract
In the article the possibilities of using educational computer games for the development of cognitive activity of students of higher educational institutions are discussed. In the theoretical part of the article the approaches to the analysis of cognitive activity in gamification teaching are described, which need to be carried out in the context of consciousness of the subject in action in the «here and now» mode and to be regarded in the unity of subject and context, operation and logic, emotion, motivation and value components, etc. In this article the use of gaming technology as the use of the game approach and game elements for educational purposes is considered. We offer the implementation of the idea of creating gamification as powerful strategies for applying game mechanics to non-game activity with the purpose of motivating students’ interests to study. The form of the game retains its appeal, the ability to meet the needs for self-actualization, competition and success. Gamification is defined as a new technological resource for involving students in cognitive activity, which promotes the formation of individual ways of designing knowledge in the learning process.