Games and Competitions to Transform an English for Specific Purposes Class into Ctudent-Centered Cover Image
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Games and Competitions to Transform an English for Specific Purposes Class into Ctudent-Centered
Games and Competitions to Transform an English for Specific Purposes Class into Ctudent-Centered

Author(s): Oksana Chugai
Subject(s): Social Sciences, Language and Literature Studies, Education, Foreign languages learning, Preschool education, School education, Vocational Education, Adult Education, Higher Education , State/Government and Education, Inclusive Education / Inclusion
Published by: Национално издателство за образование и наука „Аз-буки“
Keywords: competition; English for Specific Purposes (ESP); game; gamification; student-centered

Summary/Abstract: The article addresses the problem of using games and competitions to transform traditional teacher-centered English for Specific Purposes (ESP) class into student-centered. The basic features of games are distinguished: following rules, getting immediate feedback and achieving a goal. Gamification is defined as a process of using games in education aimed at bringing democracy into educational environment and achieving better learning results by motivating students. The characteristics of teacher-centered and student-centered models are discussed in the article. Detailed descriptions of games and competitions are provided, the guidelines of introducing gamification in an ESP class are outlined. The author comes to the conclusion that gamification of education, aiming at achieving better learning results and employability of graduates, is effective if properly applied.

  • Issue Year: 92/2020
  • Issue No: 3
  • Page Range: 442-449
  • Page Count: 8
  • Language: English