Intelligent Games in Teaching English for Special Purposes (ESP)
Keywords:
mind games, quizzes, gamification, English for Special Purposes, content creation approaches, «Kahoot!», «Jeopardy»Abstract
This article is devoted to mind games as one of the forms of gamification implementation in English for Special Purposes classes. Two popular quiz formats are described, «Kahoot!», «Jeopardy» and the experience of their implementation in the classroom and extracurricular activities within several language programs. The basic principles of creating educational content of quizzes are analyzed, taking into account the contingent of students, the level of complexity of the programs, the goals and objectives of the game. The compilation of questions and tasks of quizzes is considered as the most important stage on which the success of their implementation and the effectiveness of studying the material, as well as deepening and expanding knowledge on a topic or discipline as a whole, depend.
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