Principles of using a computer game in teaching Business English to students of economic specialties at higher educational institutions of Ukraine

  • О. Огурцова Associate Professor, Department of English Language of Humanities Orientation 3, Kiev Polytechnic Institute named after Igor Sikorsky (03056, Kyiv, 37 Peremogy ave.) https://orcid.org/0000-0002-0828-3303
Keywords: computer game, experiential learning, flow state, maximum educational autonomy, sufficient cognitive load

Abstract

This article examines the possibility of designing a computer game for Business English language teaching. In particular, the didactic potential of a computer game is investigated, the factors influencing the effectiveness of educational content mastering are determined. In addition, the main principles that should be taken into account for designing a computer game for Business English teaching are formulated according to the recent studies in the field of foreign language teaching methods, psychology and pedagogy. The first principle is to build a computer game in such a way as to provide for learners the flow experience that will help them to concentrate on an activity and enjoy it. The second principle is to provide a maximum learning autonomy that will encourage the development of critical thinking, strategic planning, and cooperation with other students. In such a way the pedagogical paradigm “the skills of XXI century” can be realized. The third principle is to ensure a sufficient cognitive load in a game-based learning environment that means that the level of a learning activity challenge should match to the skills of learners to stimulate their motivation. If the cognitive load is insufficient, students can get bored and lose interest in achieving in-game results as well as educational goals. If the cognitive load is too heavy, students can lose their motivation and leave the game. The important factor is that a computer game should provoke positive emotions and learning experience. The fourth principle is to design a computer game based on the modern theories of active learning presented by constructivist theory of learning, experiential learning, situated learning, problem-based learning. And the fifth principle is to make an educational computer game an entertaining one. This will help to involve more students and to keep them motivated.

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Published
2019-05-30
How to Cite
Огурцова, О. (2019). Principles of using a computer game in teaching Business English to students of economic specialties at higher educational institutions of Ukraine. Teaching Languages at Higher Educational Establishments at the Present Stage. Intersubject Relations, (34), 138-148. https://doi.org/10.26565/2073-4379-2019-34-10