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<article xmlns:mml="http://www.w3.org/1998/Math/MathML" xmlns:xlink="http://www.w3.org/1999/xlink" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xmlns:ali="http://www.niso.org/schemas/ali/1.0/" article-type="research-article" dtd-version="1.2" xml:lang="en"><front><journal-meta><journal-id journal-id-type="publisher-id">RUDN Journal of Psychology and Pedagogics</journal-id><journal-title-group><journal-title xml:lang="en">RUDN Journal of Psychology and Pedagogics</journal-title><trans-title-group xml:lang="ru"><trans-title>Вестник Российского университета дружбы народов. Серия: Психология и педагогика</trans-title></trans-title-group></journal-title-group><issn publication-format="print">2313-1683</issn><issn publication-format="electronic">2313-1705</issn><publisher><publisher-name xml:lang="en">Peoples’ Friendship University of Russia named after Patrice Lumumba (RUDN University)</publisher-name></publisher></journal-meta><article-meta><article-id pub-id-type="publisher-id">31398</article-id><article-id pub-id-type="doi">10.22363/2313-1683-2022-19-2-382-392</article-id><article-categories><subj-group subj-group-type="toc-heading" xml:lang="en"><subject>EDUCATION IN THE DIGITAL ENVIRONMENT</subject></subj-group><subj-group subj-group-type="toc-heading" xml:lang="ru"><subject>ОБУЧЕНИЕ И ВОСПИТАНИЕ В ЦИФРОВОМ МИРЕ</subject></subj-group><subj-group subj-group-type="article-type"><subject>Research Article</subject></subj-group></article-categories><title-group><article-title xml:lang="en">Game Technologies and Gamification Techniques in Teaching English: An Analysis of Pedagogical Experience</article-title><trans-title-group xml:lang="ru"><trans-title>Игровые технологий и приемы геймификации в преподавании английского языка: анализ педагогического опыта</trans-title></trans-title-group></title-group><contrib-group><contrib contrib-type="author"><contrib-id contrib-id-type="orcid">https://orcid.org/0000-0003-1451-016X</contrib-id><name-alternatives><name xml:lang="en"><surname>Kovalenko</surname><given-names>Irina V.</given-names></name><name xml:lang="ru"><surname>Коваленко</surname><given-names>Ирина Владимировна</given-names></name></name-alternatives><bio xml:lang="en"><p>Senior Teacher of Additional Education, Institute of Foreign Languages</p></bio><bio xml:lang="ru"><p>старший педагог дополнительного образования, Институт иностранных языков</p></bio><email>191919676767@mail.ru</email><xref ref-type="aff" rid="aff1"/></contrib><contrib contrib-type="author"><contrib-id contrib-id-type="orcid">https://orcid.org/0000-0002-9056-4461</contrib-id><name-alternatives><name xml:lang="en"><surname>Skvortsova</surname><given-names>Tatyana P.</given-names></name><name xml:lang="ru"><surname>Скворцова</surname><given-names>Татьяна Петровна</given-names></name></name-alternatives><bio xml:lang="en"><p>PhD in Education, is Scientific Secretary</p></bio><bio xml:lang="ru"><p>кандидат педагогических наук, ученый секретарь</p></bio><email>tanechk-a@bk.ru</email><xref ref-type="aff" rid="aff2"/></contrib></contrib-group><aff-alternatives id="aff1"><aff><institution xml:lang="en">Peoples’ Friendship University of Russia (RUDN University)</institution></aff><aff><institution xml:lang="ru">Российский университет дружбы народов</institution></aff></aff-alternatives><aff-alternatives id="aff2"><aff><institution xml:lang="en">Institute of Art Education and Cultural Studies of the Russian Academy of Education</institution></aff><aff><institution xml:lang="ru">Институт художественного образования и культурологии Российской академии образования</institution></aff></aff-alternatives><pub-date date-type="pub" iso-8601-date="2022-06-02" publication-format="electronic"><day>02</day><month>06</month><year>2022</year></pub-date><volume>19</volume><issue>2</issue><issue-title xml:lang="en">Digital Society as a Cultural and Historical Context of Personality Development</issue-title><issue-title xml:lang="ru">Цифровое общество как культурно-исторический контекст развития личности</issue-title><fpage>382</fpage><lpage>392</lpage><history><date date-type="received" iso-8601-date="2022-07-02"><day>02</day><month>07</month><year>2022</year></date></history><permissions><copyright-statement xml:lang="en">Copyright ©; 2022, Kovalenko I.V., Skvortsova T.P.</copyright-statement><copyright-statement xml:lang="ru">Copyright ©; 2022, Коваленко И.В., Скворцова Т.П.</copyright-statement><copyright-year>2022</copyright-year><copyright-holder xml:lang="en">Kovalenko I.V., Skvortsova T.P.</copyright-holder><copyright-holder xml:lang="ru">Коваленко И.В., Скворцова Т.П.</copyright-holder><ali:free_to_read xmlns:ali="http://www.niso.org/schemas/ali/1.0/"/><license><ali:license_ref xmlns:ali="http://www.niso.org/schemas/ali/1.0/">http://creativecommons.org/licenses/by/4.0</ali:license_ref></license></permissions><self-uri xlink:href="https://journals.rudn.ru/psychology-pedagogics/article/view/31398">https://journals.rudn.ru/psychology-pedagogics/article/view/31398</self-uri><abstract xml:lang="en"><p style="text-align: justify;">Game technologies (including computer-based ones) applied for teaching English have long occupied an important and permanent place in the structure of the lesson. They are very helpful in developing intercultural communicative competences as well as increasing motivation and self-organization. The purpose of this study is to objectively show how game methods of work and gamification techniques are actually implemented by modern teachers in English classes in both full-time and distance education. The theoretical significance of the study lies in the analysis of empirical psychological and pedagogical research on the problems of teaching English by both domestic and foreign scientists, on the basis of which the authors have compiled a questionnaire to summarize the experience of English teachers, classify electronic games and gamification techniques in the classroom. The study sample consisted of 48 English teachers with teaching experience from 1 to 13 years, the age range of their students being from 3 to 60 years old. The teachers used the questionnaire to analyze their experience in using gamification techniques and game technologies both in face-to-face and online lessons. All the teachers used game methods of work and gamification techniques in their classes regardless of the students’ age. The games that the teachers included in their lessons could be conveniently classified into didactic games (used by two-thirds of the teachers), multiplayer cooperation games (included by every fifth teacher) and hidden object games with a non-linear plot (used in class by a quarter of the teachers in the sample). Most of the teachers who used the gamification techniques noted a steady increase in students’ motivation in the classroom. The practical significance of the research results lies in the possibility of building an individual trajectory of self-education and professional development of English language teachers both in basic and in supplementary education. The generalized practical experience of the teachers who participated in the study can be used as the basis for methodological and pedagogical recommendations for improving informational and communicational competences and pedagogical skills of English language teachers.</p></abstract><trans-abstract xml:lang="ru"><p style="text-align: justify;">Игровые технологии (в том числе компьютерные) в преподавании английского языка уже давно занимают важное и постоянное место в структуре занятия. Они помогают формированию межкультурных коммуникативных компетенций, повышению мотивации и самоорганизации. Цель исследования - выявить актуальное состояние внедрения игровых методов работы и приемов геймификации на уроках английского языка современными педагогами в условиях как очного, так и дистанционного образования. Теоретическая значимость работы заключается в анализе эмпирических психолого-педагогических исследований по проблемам преподавания английского языка отечественных и зарубежных ученых, что позволило составить анкету для обобщения опыта педагогов английского языка, классифицировать электронные игры и приемы геймификации на занятиях. Выборка составила 48 педагогов английского языка со стажем преподавания от 1 до 13 лет, возрастной диапазон их учеников от 3 до 60 лет. Педагоги с помощью анкеты проанализировали свой опыт использования игровых технологий и приемов геймификации на очных и дистанционных занятиях. Все педагоги английского языка применяют игровые методы работы и приемы геймификации на занятиях вне зависимости от возраста обучающихся. Игры, которые они включают в свои занятия, можно условно разделить на дидактические (используют две трети педагогов), многопользовательские игры на кооперацию (включает в занятие каждый пятый педагог), игры на поиск предметов с нелинейным сюжетом (используют на занятии четверть педагогов нашей выборки). Большинство преподавателей, применяющих приемы геймификации, отмечают устойчивое повышение мотивации учеников на занятиях. Практическая значимость результатов исследования заключается в возможности построения индивидуальной траектории самообразования, повышения квалификации педагогов английского языка как в основном, так и в дополнительном образовании. Обобщение практического опыта работы педагогов может быть положено в основу методических и педагогических рекомендаций по повышению информационно-коммуникационной компетентности и педагогического мастерства учителей английского языка.</p></trans-abstract><kwd-group xml:lang="en"><kwd>English language teaching</kwd><kwd>English language teachers</kwd><kwd>professional development</kwd><kwd>game technologies</kwd><kwd>computer technologies</kwd><kwd>gamification</kwd><kwd>information technologies</kwd><kwd>communication technologies</kwd></kwd-group><kwd-group xml:lang="ru"><kwd>преподавание английского языка</kwd><kwd>педагоги английского языка</kwd><kwd>повышение квалификации</kwd><kwd>игровые технологии</kwd><kwd>компьютерные технологии</kwd><kwd>геймификация</kwd><kwd>информационно-коммуникационные технологии</kwd></kwd-group><funding-group/></article-meta></front><body></body><back><ref-list><ref id="B1"><label>1.</label><citation-alternatives><mixed-citation xml:lang="en">Berezhnaya, Y.V. 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