Examples of gamification in mobile applications. Gamification in mobile application. When emotions take over

Performance 360 ​​explains what gamification is and how it helps businesses.

What it is?

The term gamification (or gamification) appeared in 2008. It means applying game-specific approaches to non-game processes, in our case, in business (and also in training or within companies to motivate employees).

For example, when you collect points on a store loyalty card to win a prize, this is gamification. And when you compete with other participants in the application, who left the most useful review of the place - this is also gamification.

Gamification gives marketers a wide field for experiments, and they successfully use it.

The "frivolous" approach is loved by serious companies: Google, Apple, McDonald's, many banks, coffee shops and restaurants. Gamification is also useful for small companies: game mechanics can be quite simple (and inexpensive), but at the same time effective.

Why is this needed?

Thanks to games, companies increase consumer loyalty, promote new products and services, increase demand, and use it in other cases when it is necessary to attract and retain the attention of the audience.

Approaches of twenty years ago are no longer so effective: now, in order to retain a client, you need to kindle in him the excitement and desire to return to the product.

Gamification allows you to "reach out" to an audience that is used to playing computer games and communicating on social networks. If everything is done correctly, then this approach can bring good results.

Who used it and how?

Some interesting examples of gamification.

Foursquare: Become Mayor

The social network is built on updating the user's location and monitoring the location of friends - "checkin" (check in). If a person actively uses the application, badges are awarded to him - small medals. If he frequents a place, he becomes the mayor, but he can be "overthrown" by another user. Particularly active people can earn the status of "Superuser" (not to be confused with the "Super User" badge) of three levels, each of which opens up privileges.

The service, launched in 2009, by March 2011 gained an audience of 7 million people. Game elements have allowed Foursquare to remain popular for a long time. Subsequently, the application was divided into 2 separate ones: Foursquare became a search engine for the best places to dine or drink coffee, and check-ins and other old mechanics moved to the new Swarm application.

"McDonald's": collect the street

The collaboration between Hasbro and McDonald's has been bearing fruit for years. It's simple: restaurant visitors receive a monopoly overlay card along with the trays, and they collect "streets" (or, for example, small prizes) by buying food from the restaurant's menu. By collecting all the streets of a certain color, the player can win a trip to the sea, game console and iPhone. Or, for example, a monthly subscription to Yandex.Music.

Thus, McDonald's increases attendance and revenue. The buyer cannot predict what he will come across: if he needs to collect only one black street to win, then most likely this will force him to buy more than one Big Mac.

Apple Watch: to be given medals

In 2014, at the annual presentation, Apple introduced a new product - smart watch Apple Watch. A big bet was made on health and the new application "Activity", which was a daily goal. Goals look like rings that need to be closed. There are three rings in total: the “Mobility” ring is responsible for the calories burned during the day, the “Exercise” ring for physical activity, and the “Warm-up” ring tracks the number of hours the user has been moving. For closing the rings, the owner of the Apple Watch receives medals. For example: "Close all rings for 365 days in a row."

Apple Watch was the first in the watch market, overtaking such eminent companies as Rolex and Tissot. Apple does not disclose exact numbers, but this year the fourth version is being released. It will have even more sensors and, accordingly, achievements.

Danil Plesnyaviy

Recently, more and more offers me something to play on the Internet. And it's okay if it's small Online Games from the Vulcan casino series.

But when Google started sending me all sorts of tasks for which I had to scour the city, I realized that gamification had come everywhere.

And though belatedly, but reached Russia. So it's time to learn how to use it to attract customers, manage personnel, adapt employees, create loyalty programs, and conduct surveys.

In general, everywhere. Of course to increase sales. So let's then figure out how to do it. Of course, I will try to give examples and all kinds of tools.

As always to the roots

Probably now it will be one of my favorite paragraphs, because the very concept of gamification (or in English “gamification”) originally came from another word - “gamification”. And by the way, I'm a big fan of video games, if not even a gamer.

Gamification is the introduction and application of various approaches from games (and therefore gamification) in everyday life, in our case in business.

That is, the use game approaches and process to involve people and solve various problems. These gaming processes are aimed primarily at human emotions (involvement, motivation).

And do not confuse the classic concept of a game with a business game. This does not mean that you need to start playing tanks in your company.

This means that based on the goal, in your process you need to implement a game form that will facilitate the path to point B. This is gamification in marketing.

To do this, you can take any popular game– GTA, Battlefield, Need For Speed, and break it down into parts.

And impose these details on your organization. It sounds tricky, but further examples will make everything very clear.

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Newfangled misfortune

Exactly what is newfangled. After all, the history of this word is not so rich. It was invented by the founding father of gamification, Gabe Zicherman.

And to my great pleasure, he is also a business consultant by profession, however, from Canada.

The word itself was described in the recent 2010 year in the book “Marketing Based on Games”, and then again in the book “Gamification through Design” in 2011.

All this is certainly good and beautiful, but how to apply it in real life? Very simple! Here are examples of how you can use elements of gamification in everyday life.

Example 1

Do you like to run? To be honest, I hate cardio and everything related to it. I only do it because that way I can keep my body in shape.

And, of course, I always find dozens, no, even hundreds of reasons to move this hateful occupation to ... someday later, that is, never.

As it turns out, there are quite a few people like me. And in order to make us run, or rather, to make us want to run ourselves, manufacturers of fitness bracelets and manufacturers of sports / weight loss applications came up with and implemented the following gamification.

For reaching certain milestones, you get badges that emphasize your status (“Have passed 10,000 steps in a day”, for example).

And you can show off the result at any time on social networks, as well as attract your friends and arrange competitions between each other.

Collect achievements and celebrate your success

That is, this is something akin to pumping a hero. When you take a hero in the basic configuration and by completing tasks, getting higher and higher levels, develop it.

Using the same elements of gamification in real life, manufacturers of fitness bracelets and applications are pumping us up, accustoming to physical activity in an accessible, interesting and game form.

Example 2

The second example is a great Russian app that stands out among many loyalty programs, Plazius, specially designed for the catering industry.

By the way, this application is being finalized so that it can be used in the retail network.

If they do everything just as beautifully, then I think you can soon forget about discount / storage cards.

Plazius

When paying an account in an institution, the client receives a certain amount of bonus points on his balance, linked to his phone number.

The application also sets ranks and thresholds, upon reaching which the player reaches certain privileged conditions (participation in closed tastings and special offers).

Example 3

Although this is a small involvement, it is still gamification only in advertising. Advertising channel TNT (not to be confused with our TNT).

Briefly about the main

Unless you are a huge corporation with a multi-billion dollar budget (and I would love to have such corporations reading me now), then I recommend starting small.

Make small game processes in which the client/employee can get involved for a short period of time and get the coveted prize.

Well, when you become a big company, with a large number of marketers and staff, you can move on to complex processes, the development of which takes months, and the budget is hundreds or even millions of rubles.

In general, everything about gamification. Need to use. Small portions. Gradually. Otherwise, against the general background (fashionable movement), you can lose a lot of time on actions that will not bring you money in the volumes that you invest.

Gamification is the motivation and precise actions aimed at the engagement of your company's consumers. What exactly motivates people? The answer to this question is a real challenge for engagement-obsessed marketers who have seen the results - incredible ROI numbers. According to The Huffington Post, after Autodesk's process gamification, product test usage increased by 40% and conversion by 15%.

Take a cue from the Mario brothers!

Gamification can be compared to the first level super mario Brothers from Nintendo. You are motivated to play because it's fun and you earn points all the way. Everything is going great and you get the final reward by jumping on the flagpole. The victorious eight-bit music sounds and the next level opens. Game mechanics encourages you to play, and rewards motivate you to keep playing until you reach the next level.

We immediately warn you that connecting the gameplay does not guarantee the success of the company. Gartner's Brian Burke recently released a report predicting 80% of gamified companies will fail in the next 2-3 years. Damn big numbers. How to get into the 20% of the successful minority? Let's take a look at the experts.

In this post, we take a look at companies that have achieved success using gamification in one of the leading areas - mobile applications. According to Digby, 64% of smartphone owners use their devices to shop online. There is simply no better place to interact with your product.

Let’s take a look at the companies that are currently engaging users with gamified apps:

1. #Nwplyng

New music app for i-phone. Listen to music - notify your friends on Facebook, Twitter, Foursquare and get rewards and badges. In addition to badges, which are called "records" here, there are special "Artist Records" that stand out for sharing obscure tracks that lead to new scores and more music.

2. Starbucks

Starbucks is simple and cute. The more coffee you buy, the more reward stars fall into your virtual cup. The visual aspect of achieving the goal - a filling mug, motivates users to achieve more and more results.

3.Viggle

With this application you will be rewarded for watching TV! Sounds too easy, right? In fact, even better. Earn points by tagging your favorite shows among watched, play quizzes, participate in live broadcasts and share show content from Facebook or Twitter.

4. fuel good

This app in a playful way is designed for drivers and motivates them to reduce their CO2 emissions. FuelGood tracks your progress and provides fuel efficient advice. You can get your own records, compare results for the optimal passage of a certain distance, and observe how fuel consumption decreases.

5. Mobile

Application-game for "mystery shoppers". Mystery shoppers participate in games they call "missions" and score points. You are given less than 5 minutes per game, in which you can score points to receive, for example, free coffee.

6. Nike+

The popular fitness app keeps track of users' physical activity and rewards them with points called "NikeFuel". In a competitive form, the application allows you to achieve your own sports goals and share the results with friends. The more NikeFuel, the more awards, trophies and surprise gifts.

7. Recycle Bank

Recyclebank gives users points for "green behavior" like buying organic products, walking to work or drinking less water. Participants are also rewarded for completing online quizzes on eco-topics and for posting eco-tips on social media. Save environment much more fun with gamification!

8. RedRobin

Red Robin (burger chain) gamifies its loyalty program. Tons of ways to play and earn points. Pseudo board games, onion ring throw games, check-ins and social media shares are also rewarded.

Now from me personally, no longer a translation, I write immediately in the original language:

Gamification really won't help everyone. But it can improve a lot. Boring and routine will make it more fun and varied. The same Mobee and Viggle are just working tools for marketing and market research. But they allow you to "play work" rather than "work", which is much more interesting.

As for loyalty programs - a special conversation. The example of Red Robin is very revealing in terms of players. They are not just players waiting for the next achievement and quitting the game after a couple of months, they are 100% consumers. It is important. You can wave examples from the life of gamifiers in which one person bought a product for a large amount and received an achievement, which the next day was interrupted by another buyer with an even larger amount. Yes, this is also a kind of achievement of those who invented the game. But. Do you think the competition between these two buyers will last forever? If…

I believe that the future of gamification is in company loyalty programs. Directed specifically at the consumption of services and goods. How many people would play the Nike+ app if it wasn't for the name Nike? There are many such applications, but consumers choose branded ones precisely because they are loyal to this brand. They feel like they belong to one of the best sneaker brands. So, my opinion is unequivocal: in 20% there will be those who will be able to distinguish between "players-consumers" from "players-just like that."

Although the term "gamification" was coined by Nick Pelling in 2002, the topic has only recently found its way into the marketing world. Recently, gamification has become more and more popular in marketing, as shown by several seminars held around the world, in particular in the USA and Australia. There are several relatively new sites dedicated to gamification, such as Gamification.org and Gamification.co. The e-learning platform Coursera even offers a gamification course from the University of Pennsylvania.

The growing popularity of games and their use in a business context is not so surprising. Gone are the days when only children played video games. Many adults enjoy playing games in their free time. The global gaming market grew by about 6% in 2013 to $70 billion.

Console games still accounted for the largest share of the gaming market (43%), but mobile games have shown rapid growth: the gaming market share for mobile games in 2013 was 18%, and increased by 35% compared to 2012. social games accounted for 9% of the gaming market. Although games for mobile devices did not even make up 20% of the entire gaming market in 2013, 32% of the time users spent on Android smartphones and iPhones was used for games (for Facebook, this was only 18%).

In addition to the volume of the gaming market and the time spent on mobile games, we can see something more fundamental here. Games are an important part of our lives and everyone plays them. Whether it's console games, or mobile games, or in the offline world.

Definition of gamification

The field of gamification is still young and rapidly developing, so there are many opinions about . The most popular definition is:

Gamification is the use of game elements and game thinking in non-game environments to enhance targeted behavior and engagement.

Gamification uses:

- Game elements (not full games)

- And game thinking (this is not about game techniques, but rather about how games are developed, and to the idea behind games)

- In a non-gaming environment (commercial as well as non-commercial environment)

— To reinforce target behavior and engagement (target behavior is central to this definition).

The "added value" of gamification is not limited to companies that operate in a commercial environment. It can be used in any company or organization to reinforce targeted behavior.

For example, there is Foldit. It is a program of several universities, research institutes and companies that aims to find cures for diseases such as AIDS and cancer. To find these ways, it is necessary to understand the structure of proteins in the human body.

To understand this, the proteins are digitally folded into each other like a jigsaw puzzle. Since there are so many different possible structures and computers are not good at solving such problems, this is a time-consuming task for scientists.

With protein folding turned into a real puzzle, with the addition of scores, leaderboards and achievements, people all over the world can now help solve this problem. As a result, several enzyme structures have been found, some of which are helping to find treatments for diseases such as HIV/AIDS.

Game or gamification?

Obviously, games like Wolfenstein 3D or FIFA 2013 are not gamified.

Gamification is the use of game elements outside of games. The full game is not gamification.

For example, the Heineken StarPlayer app was designed to attract viewers of the Heineken-sponsored Champions League to its brand.

Although at one time it was a very successful and exciting game, but it is - full game not gamification.

Besides full games, there are several other areas that are very easy to confuse with gamification. Serious games and Playful design do have something in common with gamification, but in reality they are something else.

To make a clear distinction between several subject areas, Deterding, Dixon, Khaled, and Nake developed the following model (in their article ‘From Game Design Elements to Gamefulness: Defining “Gamification”’).

In this model, the most important elements of the gamification spectrum are separated from one another. One axis reflects the difference between full games and the use of game elements, the other axis separates games and toys.


(Serious) Games

A game is characterized by rules, restrictions, meaningful choices, and a goal to be achieved, while 'toys' are largely missing these.

Toys

Toys are on the left side of the spectrum. They offer a complete experience, not just the elements of the games. Yet they don't have any of the specific goals, rules, or meaningful choices inherent in real games.

Great examples of this are Lego, Duplo and K'nex: Anything is possible, like creating the Escher illusion. If you add elements of competition here, then the toy will most likely become a game.

Playful design

Playful design is not a complete game; only parts of the games are used ( game elements). However, there are no defined goals, rules, or meaningful choices that make it a game or gamification either.

The most important element is fun. An example of this idea is the 'piano ladder' that was created for the Volkswagen project. In this project called 'Funny Theory', consumers were asked to come up with ideas that encourage positive behavior, making it all the more fun.

One idea was to encourage people to take the stairs instead of the escalator by making the stairs look like a piano. Each touch of the step is accompanied by the sound of different notes. When the piano staircase was built, many people initially aspired to walk on the stairs. Since they didn't have a clear purpose, rules, or restrictions, this is an example of Playful Design.

Gamification

Gamification is on the right side of the spectrum. She does not offer complete gaming experience, but uses some game elements. Although it is sometimes confused with playful design, there is a clear difference between the two: gamification offers its users a clear and defined purpose, as well as rules and restrictions, which makes it similar game. It contains a challenge to achieve the set goals. An example of gamification in action is the PromiseUp startup. This application offers people the opportunity to turn every promise into a wager.

Are you planning a healthier meal? Or training every week?

By betting with their friends on this, PromiseUp users can earn badges and points. Adding game elements to a specific goal makes achieving personal goals much more fun.

The most famous examples of gamification

All more companies understands that games can greatly change human behavior. So it's not surprising that companies like Foursquare, LinkedIn, and Amazon.com are incorporating gaming elements into their websites and services.

  1. Foursquare

It's important to Foursquare that users share their location with their friends on a regular basis. When users do this, they create value for everyone in their social network. Without this, the platform - obviously - would not have much value for users.

When people earn badges when they sign up at certain locations or at a certain frequency, users are motivated to continue using Foursquare on a regular basis. The battle for dominance in offices, bars and parks adds a competitive and social element that encourages users to repeat and regular action.

  1. LinkedIn

LinkedIn makes money selling ads. Their ads may sell for a higher price if the targetability of those ads improves. When an ad accurately reaches the people in the advertiser's target audience - and no one else - it's worth a lot more than when it has a lot of empty hits. So it's important for LinkedIn to know your users very well, and one way to do this is to make sure users complete their profiles as completely as possible.

Recognizing users with ‘powerful profiles’ as experts or All-stars encourages people to update their profiles regularly and fill in any information they have missed. Another tricky trick is that the strength of the profile acts like a balloon: it can never be completely filled. There is always room for improvement.

  1. Amazon.com

Even the world's largest online store successfully uses gamification to improve the site.

The opinions of other customers - reviews - provide big influence on customers' decisions to buy online. The problem with customer reviews is not only the quantity of reviews, but also their quality. The level of expertise, as well as how much effort the client puts into writing a comprehensive review, is what makes reviews different to a large extent. This means that some reviews are much more helpful than others.

To improve the quality and quantity of reviews, Amazon.com launched the "Amazon's Top Reviewers" program, which rewards customers for good quality reviews. By simply clicking yes or no next to a review, customers tell Amazon if the review was helpful to them. The number of reviews written by the client and the perceived quality is converted into points (points) that are shown on the reviewer's profile page. To increase the competition element, there is also a leaderboard where reviewers are judged publicly.

Gamification and website optimization

Gamification is becoming more and more popular with online marketers, but it's mostly about website optimization. This is not so surprising: site optimization is all about improving a site so as to better influence visitor behavior, and gamification is a tool that can be very helpful in this regard.

Once it is clear what behavior on a site is to be encouraged, various methods can be used to achieve this. Persuasion techniques and site usability optimizations are often used, but gamification can also help induce certain behaviors.

Some of these target behaviors have already been shown above, and these are:

  • Completing your profile (LinkedIn)
  • Increasing reviews (Amazon.com)
  • Review Quality Improvement (Amazon.com)
  • Increase frequency of use (Foursquare)

For each of these target behaviors, persuasion techniques such as Cialdini's influence techniques can be used effectively to optimize the site's usability. However, game elements can also be very effective if used correctly.

SECTION III. THEORY AND METHODOLOGY OF VOCATIONAL EDUCATION

UDC 37.016:811

DOI: 10.18384/2310-7219-2017-4-64-71

MOBILE APPS AS A TOOL FOR GAMIFICATION OF LANGUAGE EDUCATION

Avramenko A.P., Shevchenko VN.

Moscow State University named after M.V. Lomonosov 119991, Moscow, Leninskie gory, 1, Russian Federation

Annotation. This article is devoted to the use of mobile applications as one of the means of implementation gaming activity in the process of learning a foreign language. The paper considers the concept of "gamification" and presents various approaches to the classification of educational games. Specific mobile services that contribute to the development of students' communicative competence are also proposed and analyzed. Based on the results of the analysis, it was possible to establish what technologies can be used to form the language, speech and socio-cultural components of communicative competence.

Keywords: ICT in education, methods of teaching foreign languages, gamification of education, mobile learning, communicative competence, learning mobile application.

MOBILE APPLICATIONS AS A TOOL OF LANGUAGE EDUCATION GAMIFICATION

A. Avramenko, V. Shevchenko

Lomonosov Moscow State University

GSP-1, Leninskie Gory, Moscow, 119991, Russian Federation

abstract. The article focuses on the issue of mobile application use as one of the means of introducing game activities into the process of language teaching. The article studies the concept of "gamification", various classifications of learning games are examined. Certain mobile applications contributing to the development of linguistic, discourse and sociocultural elements

© Avramenko A.P., Shevchenko V.N., 2017.

of learners" communicative competence are given and analyzed. The results of the analysis enable the author to state that the mobile technologies can be used with the aim of forming the language, speech and social-cultural components of communicative competence.

Key words: ICT in education, methods of language teaching, gamification, mobile learning, communicative competence, mobile application.

Mobile applications have become an integral part of modern life. Currently, they are used in all spheres of human activity: culture, communication, transport, entertainment, finance, sports, professional activities, etc., including education. The main goal of educational mobile applications is to facilitate the learning process, make it more exciting, interesting and effective for users, often through the introduction of a game moment into learning, i.e. through the gamification of education.

Gamification is the use of gaming techniques and thinking in a non-gaming context, in this case with the aim of increasing student interest and motivation in the learning process. For the first time this concept was used by the British IT expert Nick Pelling, but until 2010 the term was not very popular.

Extensive research conducted by various educational institutions around the world has revealed that the most significant factors affecting the effectiveness gaming technologies in learning are: the level of activity and motivation of students, the degree of interactivity of the game and the involvement of students in game process. The higher these indicators, the more dynamic and lively the game is and, consequently,

but the more effective its final result.

At the moment, there are a huge number of different classifications of educational games created for foreign language classes. It is important to note that each of them has both strengths and weaknesses. Let's look at some of the classifications.

M.F. Stronin distinguishes the following types of educational games: preparatory games, grammar games, vocabulary games, phonetic games, spelling games, creative games, auditory games, speech games [cited from: 4, p. 220, 221].

There is also a classification developed by D. Hadfield and based on the principles of actions performed by students during a particular game:

1. Information gap (information gap).

2. Connection or selection of elements (jigsaw or fitting together principle).

3. Exchange (barter principle).

According to E.N. Solovova, educational

games are divided into:

1. games like "Lotto" (bingo games);

2. games based on the use of the "information gap", differences in the assessment and perception of information (information gap, opinion gap, perception gap);

3. puzzle games on the principle of jigsaw games;

4. games using dramatization (simulations).

Based on the foregoing, it is safe to note the variety of existing classifications of educational games for learning a foreign language. When choosing one or another type of game techniques, it is necessary to pay attention to such parameters as the age of students, the academic discipline for which this or that game is chosen, the topic of the lesson, the goals for which it is directed, etc.

Taking into account the social order of society, which has led to the high popularity of the communicative approach to teaching foreign languages, let's consider gamification as a way to form the communicative competence of students, and mobile applications as a tool through which this process is implemented. With this approach, it is important to note how specific electronic services contribute to the development of all components of communicative competence, namely its language, speech and sociocultural components.

Linguistic competence is the ability to understand and produce an unlimited number of linguistically correct sentences with the help of learned linguistic signs and the rules for their connection. Below is an analysis of the didactic potential of applications aimed at developing language competence.

Duolingo is an application and website containing a wide range of exercises, games and tasks aimed at developing the lexical, grammatical and phonetic skills of students with a foreign language proficiency level.

com from A1 to C1. The technology includes the following types of tasks: translation exercises, recording one's own voice (pronunciation of phrases and sentences), tests, filling in gaps, writing down phrases heard, etc. The application can be used to consolidate or repeat already studied grammatical and lexical material as homework.

The Phrasal Verbs Machine (Cambridge University Press) is a mobile application for expanding the vocabulary of students, namely by memorizing phrasal verbs. The application provides visualization and graphics: to explain phrasal verbs, a real life situation is played out (animation is used), as well as various meanings of verbs and examples of their use in sentences.

Quizlet is a service that can be used on both PC and mobile devices. Using this technology, you can learn a new vocabulary using the following tasks: Flashcards - flashcards will be useful for learning new words, memorizing them and further working them out; Learn - a task to consolidate the vocabulary (Russian translation / definition is given, it is necessary to enter the English version); Spell - a task for practicing spelling. The student needs to listen to the pronunciation of the word (as an additional hint, the Russian equivalent / definition of the word is also shown) and enter it in the box; Test - this task includes several exercises at once: translation of a word, matching of a word with its translation / definition, multiple choice

and determining whether the provided translation is correct. Such a task is suitable for a control check of the assimilation of new words. Match is a game where you have to match a word with its translation to make it disappear. The faster all the words disappear from the field, the better; Gravity is a game in which you have to save the Earth from asteroids by typing the correct translation of the words written on them.

Practice English Grammar is an application that, despite the name, is designed to train not only grammar skills, but also lexical ones. The service contains the following types of exercises: flashcards, test tasks, games (like Tetris), determining the correctness of a statement (true/false), filling in the gaps.

Learn English Grammar (British Council) is an application that includes a wide range of grammar topics and provides the ability to use exercises in various formats: multiple choice tests, making sentences from the presented words, classifying words according to their grammatical categories, listening to audio recordings with a further answer to the question etc.

Merriam Webster Dictionary contains not only a dictionary, but also games for learning and practicing English words and expressions: games to find synonyms, to determine the correct origin of words, to choose the names of things from different areas (areas change every week; for example, this week the theme is flowers) and words naming various musical phenomena.

Pear Deck is a unique service that allows a teacher to

during the presentation, ask questions of various types (yes / no, agree / disagree, with a choice of answers, with a short answer, with a detailed answer, with an answer in the form of a picture, etc.), while students can see the slides and questions to them not only on the big screen, but also on the screen of your phone or tablet, for this you need to enter a code that will be displayed on the screen of the computer used by the teacher. Thus, you can instantly find out how well students have learned this or that language material, and, if necessary, comment on the results.

Words, Sounds: Pronunciation App by Macmillan - this mobile application is aimed at developing students' listening and pronunciation skills. A table with all vowels and consonants is provided of English language, clicking on any of them will play them. After studying the table, you can practice or go straight to the test. The principles of construction of training and test tasks are the same: the first task is to write down the word by transcription; the second task is to write down the transcription of the word; the third task is to write down the transcription of the word according to its pronunciation.

LearnEnglish Kids: Phonics Stories by British Council is a game for kids that consists of video stories and songs with subtitles to help students learn new words, develop listening and oral comprehension skills, and remember how to use grammatical constructions in speech.

Phrasalstein is a game built on the same principle as The Phrasal

Verbs Machine, and pursuing the same goal - the study of phrasal verbs.

Lingualeo is one of the most popular services for learning English, including interactive learning tasks on video, audio recordings, written texts, multiple choice exercises, tests, etc., the purpose of which is the comprehensive and harmonious development of the student's language personality.

The Anki application is based on the flashcard method, which is designed to expand and deepen the knowledge of the vocabulary of a foreign language.

Speech competence - possession of methods for the formation and formulation of thoughts through language and the ability to use such methods in the process of perception and generation of speech. The formation of speech competence is facilitated by such communication services as Learn English with SpeakingPal, Seesaw, etc.

Learn English with SpeakingPal - the application includes speech recognition technology, which analyzes the user's pronunciation and evaluates its correctness. Moreover, video dialogues are used, so that the student has the impression that he is participating in live communication.

Seesaw allows the student to create their own audio and video recordings with which they can practice their speaking skills. In addition, the teacher can give such exercises as homework, and then check the correctness of its implementation.

VoiceThread provides the ability to create presentations and voice them with your own voice.

Such a task is well suited as a homework, but it is important that students, when recording a voice, do not read a pre-prepared text, but try to train spontaneous speech. PodOmatic is an application for recording your own podcasts, which again contributes to the development of skills in formulating thoughts in a foreign language and the ability to use them in the process of generating speech.

While playing Pokemon Go, children can take screenshots of their phones with monsters on them, and then prepare a presentation or report with them, talking about their adventures in a foreign language, showing the locations of the caught Pokemon, thus training their speech skills through the language of interest to them. topic.

Finally, sociocultural competence is the ability to operate a system of sociocultural knowledge and skills in the implementation of communication in a dialogue of cultures, i.e. at the intercultural level. The following services are suitable for the development of sociocultural competence.

Story maker (British Council), Storybird - services for creating your own stories in digital storytelling format, with the help of which both the teacher and students can make their own presentations related to the history and culture of the country of the language being studied.

Memrise is not just an app for learning foreign languages, it provides a wide range of topics for study: science and humanities, memory training, art, entertainment, tests, games, etc., therefore, using this technology, you can introduce

children with a variety of topics, expanding both their horizons and language knowledge.

The principle of working with Pear Deck has already been described earlier, however, this service has a wide range of capabilities, so it can also be used for the presentation of socio-cultural material with further verification of its understanding.

ESLvideo is a video service that uses a test system to determine how well children have learned the information illustrated in the video. With the selection of suitable material, such an approach can be implemented for children to acquire knowledge about the culture, countries and people of the language being studied.

The Lingualeo technology already mentioned above also includes material useful for the development of sociocultural competence: video and audio recordings, texts, songs, games, etc.

Kahoot! - an interactive test system that will help the teacher evaluate the speed and quality of the

learning material by students, and will also introduce a moment of competition and play into the learning process. Testing is carried out in class in teams or individually, an important role in the assessment is played by the correctness and speed of the answer.

Prezi is a technology for creating interactive presentations that can be used by the teacher himself to present material, or offered to children to prepare a presentation as homework.

So, we can conclude that with the teacher carefully developing a learning strategy and choosing the most appropriate means in accordance with the goals, needs and age of students, modern mobile applications as a tool for gamification provide ample opportunities for achieving high results when learning a foreign language within the framework of a communicative approach. to learning, as they allow you to smoothly and harmoniously introduce the elements of the game into the educational process, as well as increase the motivation of students.

LITERATURE

1. Azimov E.G., Shchukin A.N. New dictionary methodological terms and concepts (theory and practice of teaching languages). M., 2009. 448 p.

2. Dareeva O.A., Dashieva S.A. Sociocultural competence as a component of communicative competence // Bulletin of the Buryat State University. 2009. No. 15. S. 154-159.

3. Zhazheva D.D., Zhazheva S.A. Formation of linguistic competence based on the use didactic game[Electronic resource] // Bulletin of the Adyghe State University. Series 3: Pedagogy and psychology. 2013. No. 4. S. 99-108.

4. Solovova E.N. Methods of teaching foreign languages: an advanced course: a guide for ped students. universities and teachers. M., 2008. 272 ​​p.

5. Titova S.V. Didactic problems of integrating mobile applications into the educational process // Tomsk State University Bulletin. 2016. No. 7-8 (159160). pp. 7-14.

6. Titova S.V. Control and assessment in the language classroom using mobile applications. Bulletin of the Moscow University. Series 19: Linguistics and Intercultural Communication. 2017. No. 1. S. 24-35.

7. Pappas C. How Gamification Reshapes Learning [electronic resource]. URL: https://elearningindustry.com/how-gamification-reshapes-learning#introduction (accessed 09/11/2017).

1. Azimov E.G., Shchukin A.N. Novyi slovar" metodicheskih terminov i ponyatii (teoriya i praktika obucheniya yazykam) . Moscow, 2009. 448 p.

2. Dareeva O.A., Dashieva S.A. . In: Vestnik Buryatskogo gosudarstvennogo universiteta, no. 15, pp. 154-159.

3. Zhazheva D.D., Zhazheva S.A. . In: Vestnik Adygeiskogo gosudarstvennogo universiteta. Seriya 3: Peda-gogika i psikhologiya, no. 4, pp. 99-108.

4. Solovova E.N. Metodika obucheniya inostrannym yazykam: prodvinutyj kurs. Moscow, 2008. 272 ​​p.

5. Titova S.V. . In: Vestnik Tomskogo gosudarstvennogo universiteta, 2016, no. 7-8 (159-160), pp. 7-14.

6. Titova S.V. . In: Vestnik Moscow University. Seriya 19: Lingvistika i mezhkul "turnaya kommunikatsiya, 2017, no. 1, pp. 24-35.

7. Pappas C. How Gamification Reshapes Learning. Available at: https://elearningindustry. com/how-gamification-reshapes-learning#introduction (accessed: 09/11/2017).

Avramenko Anna Petrovna - Candidate of Pedagogical Sciences, Associate Professor, Associate Professor, Department of Theory of Teaching Foreign Languages, Lomonosov Moscow State University M.V. Lomonosov; e-mail: [email protected]

Shevchenko Valeria Nikolaevna - student of the Faculty of Foreign Languages ​​and Regional Studies of Moscow State University. M.V. Lomonosov; e-mail: [email protected]

Anna P. Avramenko - PhD in Pedagogical sciences, associate professor, associate professor at the Department of Theory of Teaching Foreign Languages, Lomonosov Moscow State University; e-mail: [email protected]

Valeriya N. Shevchenko - student at the Faculty of Foreign Languages ​​And Area Studies, Lomonosov Moscow State University; e-mail: [email protected]

INFORMATION ABOUT THE AUTHORS

Avramenko A.P., Shevchenko V.N. Mobile applications as a tool for the gamification of language education // Bulletin of the Moscow State Regional University. Series: Pedagogy. 2017. No. 4 S. 64-71. DOI: 10.18384/2310-7219-2017-4-64-71

Avramenko A., Shevchenko V. Mobile applications as a tool of language education gamification. In: Bulletin of the Moscow Region State University. Series: Pedagogy. 2017 no. 4, rr. 64-71. DOI: 10.18384/2310-7219-2017-4-64-71



 
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