Секция 3. Инновационноинформационные технологии как механизм управления
компетентностномоделируемым иноязычным образованием
Секция 3. Ақпараттықинновациалық технологиялар құзыреттілік үлгідегі
шеттілдік білім берудің басқару тетігі ретінде
– 202 –
Инновационно-ориентированный подход в экономическом образовании предпола-
гает подготовку компетентного специалиста, который способен комплексно сочетать
исследовательскую, проектную и предпринимательскую деятельность, ориентиро-
ванную на создание высокоэффективных производящих структур, стимулирующих
рост и развитие различных сфер социальной деятельности.
Что касается содержания инновационного экономического образования, то
профессиональная подготовки требует, в первую очередь, его фундаментализации,
обеспечения формирования у специалистов инновационного мышления и специ-
альной подготовки по трансферу технологий, причем эти требования в равной мере
относятся к исследовательской, проектировочной и предпринимательской деятельно-
сти подготовки специалиста. Это достигается расширением и углублением междис-
циплинарных знаний будущего экономиста, ориентированных на решение проблем-
ных ситуаций в научной, проектировочной и предпринимательской деятельности.
Развитие инновационного подхода к экономическому образованию в проекции
педагогической практики требует актуализации теоретического материала с первого
семестра обучения, т.е. уже в первый год обучения студентам необходимо показывать
связь предлагаемого учебного материала с их будущей деятельностью, перспектива-
ми экономического и социального развития общества. Такой педагогический прием
позволяет выработать у студентов столь необходимую мотивацию к обучению,
большую восприимчивость к теории при освоении ее через практику.
Новое содержание, а также проблемно– ориентированные методы и проектно-
организованные технологии обучения в экономическом образовании позволяют
обеспечить его новое содержание, основанное на комплексе компетенций, включа-
ющих фундаментальные и экономические знания, умения анализировать и решать
проблемы с использованием междисциплинарного подхода, владение методами
проектного менеджмента, готовность к коммуникациям и командной работе [4].
Таким образом, в качестве одного из перспективных методов, используемых в
инновационном экономическом образовании, является «контекстное обучение, когда
мотивация к усвоению знания достигается путем выстраивания отношений между
конкретным знанием и его применением. Этот метод является достаточно эффек-
тивным, так как аспект применения является для студентов критически важным. Не
менее важным является «обучение на основе опыта», когда студенты имеют возмож-
ность ассоциировать свой собственный опыт с предметом изучения. Данные методы
считаются методами активного обучения, поскольку в центре внимания находится
студент, приобретающий знания через деятельность и на основе опыта.
Иными словами, на данный момент условиям реализации компетентностного подхода
в образовании в большей мере, чем другие известные психолого-педагогические теории,
отвечают теория и технологии контекстного обучения. Процесс трансформации учебной
деятельности в профессиональную должен отслеживаться и оцениваться не только
преподавателем, но и самим студентом по четким и понятным критериям. Так достига-
ется личностная активность студента, участие в становлении себя как специалиста.
Развитие процессов глобализации и мировой интеграции, будущее вступление
Казахстана в ВТО и присоединение к Болонской декларации ставят пред системой
профессионального образования задачи эффективной интеграции в мировое образо-
вательное и экономическое пространство.
Кроме того, в рамках интегрированных образовательных программ представляет
интерес образовательный франчайзинг как инструмент использования на возмездной
Секция 3. Инновационноинформационные технологии как механизм управления
компетентностномоделируемым иноязычным образованием
Секция 3. Ақпараттықинновациалық технологиялар құзыреттілік үлгідегі
шеттілдік білім берудің басқару тетігі ретінде
– 203 –
основе разработанных в других вузах методик преподавания, учебных курсов,
пособий. Это позволяет при малых затратах использовать все лучшее из уже создан-
ного.
Список литературы
1. Савельев А.Я. Инновационное образование и научные школы // Вестник высшей шко-
лы. -2000.– № 3.
2. Сластенин В.А., Подынова Л.С. Педагогика: инновационная деятельность.– М.: Ма-
гистр, 1997.
3. Пригожин А.И. Нововведения: стимулы и препятствия. Социальные проблемы иннова-
тики.– М., 2005.
4. Сапрыкин Д.Л. Экономическое образование в России: история, концепция, перспектива
// Высшее образование в России. – 2012. – № 1.
Abstract: There are considered various interpretations of the concepts «innovation»,
«competency», «competences» and actualized the problem of implementing the competence
approach in the educational practice of higher school. There is noted the necessity of the accelerated
introduction of professional standards establishing the requirements to the level of employees’
qualification and the learning results.
УДК 37.01
S.N. Bagramova
Master’s degree of pedagogical sciences
of the chair Methodology
of Foreign Language Education
Kazakh Ablai khan UIR and WL, Almaty, Kazakhstan.
saule_2784@mail.ru
DIGITAL GAME BASED LEARNING IN FOREIGN
LANGUAGE EDUCATION
Abstract: This article describes the digital game based learning process, including the benefits
students attain from games and technology integration as well as suggestions for classroom
implementation.
Keywords: Digital game-based learning, game-play, video games, traditional education, media
literacy
Childhood is a time for constructing the relationship between the world through play
(Brougere, 1999). Students of the Net generation live in media saturated environments
as they spend an average of 6.5 hr per day engaged with various media (Roberts, Foehr,
&Rideout, 2005).
We are now entering into a new era where computer technology is offering a large
number of exciting new applications [1]. According to Dennison et al. (1997), technology
is affecting education in two harmonious ways. It is changing the content and methods that
teachers use to instruct and is, at the same time, changing the methods by which students
learn.
Секция 3. Инновационноинформационные технологии как механизм управления
компетентностномоделируемым иноязычным образованием
Секция 3. Ақпараттықинновациалық технологиялар құзыреттілік үлгідегі
шеттілдік білім берудің басқару тетігі ретінде
– 204 –
One of the innovative ways to teach foreign language is digital games. The last decade
has seen a phenomenal growth in digital game-based learning [2].
There is the ongoing research conducted by DGBL (Digital Game-Based Learning)
proponents. In each decade since the advent of digital games, researchers have published
dozens of essays, articles, and mainstream books on the power of DGBL – including,
most recently, Marc Prensky's Digital Game-Based Learning (2001), James Paul Gee's
What Video Games Have to Teach Us about Learning and Literacy (2003), Clark Aldrich's
Simulations and the Future of Learning: An Innovative (and Perhaps Revolutionary)
Approach to e-Learning (2004), Steven Johnson's Everything Bad Is Good for You: How
Today's Popular Culture Is Actually Making Us Smarter (2005), Prensky's new book
“ Don’t Bother Me, Mom, I'm Learning!”: How Computer and Video Games Are Preparing
Your Kids for 21st Century Success and How You Can Help! (2006), and the soon-to-
be-published Games and Simulations in Online Learning: Research and Development
Frameworks, edited by David Gibson, Clark Aldrich, and Marc Prensky.
The significance of play in learning is strongly supported by established pedagogical
theory (Hutt, Tyler, Hutt, & Christopherson, 1989; Piaget, 1962; Vygotsky, 1978).
Routine exercise is not conducive to update training material on the English lesson.
Game – one of the most effective means for delivering the lesson. Modern teacher is free
to teach English, not just using gaming technology, but also combine them with the latest
multimedia features, which further improves the efficiency of training [3].
Educational games are games explicitly designed with educational purposes, or which
have incidental or secondary educational value. Games are interactive play that teaches us
goals, rules, adaptation, problem solving, interaction, all represented as a story. They give
us the fundamental needs of learning by providing – enjoyment, passionate involvement,
structure, motivation, ego gratification, adrenaline, creativity, social interaction and
emotion. Use of educational games in the study of English children – is the most effective
way to arouse their interest in learning and to maintain it for a long time. Of particular
interest to students produce new games, so-called digital games [4].
In order to make a compelling argument for game-based learning, students must learn
something from games that traditional education cannot provide. James Paul Gee and
many other researchers argue that games follow several learning principles that make them
better instruments for learning than the traditional classroom structure (Gee 2008). First,
good learning allows a student to be a producer rather than a passive consumer of his own
learning. In a typical classroom, a teacher lectures while students passively listen and take
notes without context or application. However, games are interactive; that is, “when the
player does something, the game does something back that encourages the player to act
again” (Gee 2008). Their actions shape the game world around them, causing the player to
reflect on their decisions and form hypotheses [5].
Clark (2009) explains that traditional education treats students as passive recipients
while games allow them to be active members in their own education which allows for
more self-directed, creative, and engaging learning. As players explore their game world,
they also create memorable, rich experiences which can be used to retrieve and reflect
upon knowledge. They are basically learning by doing, and this is also known as situated
learning where “people learn through active experiences and critical interpretation of
their experiences via personal reflection and interpersonal discussion” (Shute and Kim in
press). Traditional classroom lectures rarely create these meaningful experiences without
interactive or hands-on activities. Games use “stories, characters, and other environmental
Секция 3. Инновационноинформационные технологии как механизм управления
компетентностномоделируемым иноязычным образованием
Секция 3. Ақпараттықинновациалық технологиялар құзыреттілік үлгідегі
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elements that produce a unique experience allowing them [players] to later recall addressed
subject matter” [6].
Digital game-based learning (DGBL) is an instructional method that incorporates
educational content or learning principles into video games with the goal of engaging
learners. Applications of digital game-based learning draw upon the constructivist theory
of education. Unlike traditional school books or educational films, games are interactive
simulations, they can react and adapt to the player’s reactions as an individual. Games
motivate learning, because they motivate the players to challenge and finally win the game
by learning skills that are required to master the game [7].
Linguist James Gee (2012) defines a digital game as being: “a play-based, well-designed,
problem-solving experience meant to create motivation, engagement, and often creativity”
and adds that “humans learn best from well-mentored, guided experience centered on
interesting problems to solve, clear goals, copious feedback, and a relatively low cost for
failure. This is what good games supply”. He as a teacher of English as foreign language,
and an avid gamer, he has long been interested in using digital game-based learning (DGBL)
with his students. For language learning, video games can be used in two ways:
1. Language is provided by the game itself during game-play, which learners must interact
with in order to make progress in it (eg. Reading/listening to information that gives back
story or that informs you of immediate goals).
2. The game promotes language use around game-play, through pre-, while– and post-
playing tasks (eg. a pre-playing discussion based on the topic of the game; a post-
playing focus on form task based on happenings in the game – eg. the third conditional:
“If she hadn’t rung the bell, she wouldn’t have …”).
Modern theories of second language acquisition (SLA) state that language is learned by
using it – more specifically, by making mistakes, noticing them (yours and others’), making
the necessary changes to correct them and then using the language successfully without
errors. For DGBL, the most complete source of input and output needed for SLA can
be found in collaborative online games where a strong speaking and listening component
exists alongside the need to read and write. However, it may be difficult to implement
social-based online games in the classroom due to the absence of short, contained tasks,
in addition to the often high technological requirements and experience necessary to play
them. It is this last point – experience (or lack thereof) which keeps many teachers from
experimenting with DGBL in the classroom – video games just look too complicated
and many teachers feel completely out of their depth in their ability to play and relate to
them in a classroom context. Granted, many modern games do have complex graphical
user-interfaces and fiddly control mechanics which add a learning curve to the potential
technical issues which may need to be resolved. However, not all video games look and
behave the same [8].
According to research most students are not good readers. They do not have good
reading habits they do not read outside of the classroom to practice reading fluency or
for the simple pleasure of reading (neither in English, nor in other languages, Russian,
Kazakh). James Gee has found the solution to this problem and overcome these barriers,
and has realized that a genre of video game which is:
• Extremely interactive and more engaging to read than a standard text – thus, potentially
a way for learners to improve their reading fluency
• Usable in the classroom and at home – the perfect tool for autonomous reading practice,
possibly leading to an interest in reading for pleasure
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компетентностномоделируемым иноязычным образованием
Секция 3. Ақпараттықинновациалық технологиялар құзыреттілік үлгідегі
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• In line with modern principles of SLA, especially with regards to the ‘input/output
hypotheses’ of Krashen (1985) and Swain (1995)
• An example of authentic material with a meaningful goal as per the communicative
language teaching approach (CLT)
• A game where the totality of the game-play involves interacting directly with language,
mostly through reading and writing
• A game perfectly suited for additional speaking and listening activities and grammar-
focused activities through the implementation of pre-, while– and post-playing tasks
designed around the content of the game
• Heavily dependent on problem-solving skills and a healthy imagination
• Completely text-based with natural language input and output. No confusing graphical
interface, no complicated control schemes: a perfect primer to DGBL for language
teachers, as they are experts in the domain of language, thus giving them a feeling of
empowerment in a area where students often have the upper-hand.
A digital game is any game on a console, handheld device, smartphone, or computer,
including browser games. It includes different genres and types, including simulation,
augmented reality, and alternate reality games He also describes a game as two pieces: the
actual game but also “the whole social system of interactions the players engage in inside
(for multiplayer games) and around the game (sometimes called the meta-game)” [3]. Gee
says this meta-game may be where actual learning occurs as players share strategies; ask
and answer questions; build “mods” (modifications for the game’s design or graphics);
research game algorithms; and create communities.
Simulations: Simulations “are generally defined as representing one symbol system
through another” (Squire and Patterson 2010). For example, a pilot trainee might use a
simulation to experience flying a helicopter, while a player in SimCopter will also fly a
helicopter but will rescue or transport people to accrue money or points.
Augmented reality: “simulation that combines real surroundings with virtual simulated
information to convey authenticity in large scale scientific investigations” (Klopfer 2005).
Augmented reality – images produced by a computer and used together with a view of the
real world.
An alternate reality game: Defined as a “game you play in real life and not in a virtual
environment by using real life as a platform and transmedia to deliver the story” (McGonagall
2011). For example, Chore Wars turns household work into a quest where players earn virtual
gold for completing different “missions” like cleaning the bathroom or taking out the trash.
Games can also be rich with learning and social activity. Top digital games like Mario
Party, Brain Age and Wii Sports on the Nintendo’s Wii emphasize social play. Sid Meier’s
Civilization3 is strategic and packed with history, challenging players to take on the role
of Gandhi of India or Catherine of Russia and build their civilization. Civilization players
must expand cities, manage trade relations, address food shortages, advance technology,
and find resources to make sure their civilization survives the test of time. The Sims allows
players to experience the constraints of a family budget and the difficulties of balancing a
job, social life, and hobbies. Roller Coaster Tycoon, a construction and management game,
challenges players to design roller coasters under the constraints of physics.
While playing there are new media literacy developed:
New Media Literacy and its description:
Play Capacity to experiment with one’s surroundings as a form of problem-solving.
Performance Ability to adopt alternative identities for improvisation and discovery.
Секция 3. Инновационноинформационные технологии как механизм управления
компетентностномоделируемым иноязычным образованием
Секция 3. Ақпараттықинновациалық технологиялар құзыреттілік үлгідегі
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Simulation Ability to interpret and construct dynamic models of real-world processes.
Appropriation Ability to meaningfully sample and remix media content.
Multitasking Ability to scan one’s environment and shift focus as needed to salient
details.
Distributed cognition Ability to interact meaningfully with tools that expand mental
capacities.
Collective intelligence Ability to pool knowledge and compare notes with others
toward a common goal.
Judgment Ability to evaluate the reliability and credibility of different information
sources.
Transmedia navigation Ability to follow the flow of stories and information across
multiple modalities.
Networking Ability to search for, synthesize, and disseminate information.
Negotiation Ability to travel across diverse communities, discerning and respecting
multiple perspectives, and grasping and following alternative norms [8].
In conclusion we would like to say that using digital games in our Kazakhstani classes are
challenging one and a good game can facilitate good learning due to its immediate feedback,
adjustable difficulty and game play style. As we have analyzed digital game-based learning
has already shown great potential for enriching the education of digital natives. Students
must be challenged and taught critical 21st century skills, including system thinking,
information synthesizing, technology literacy, and ingenuity. Games are promising vehicles
for learning these skills, if educators be taught how to implement them effectively.
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