GAME ELEMENTS AS A TOOL FOR LEARNER-CENTERED INSTRUCTION IN PRE-A1–A1 MULTILINGUAL CLASSROOMS
Jild 5 son 25 (2026): Zamonaviy dunyoda innovatsion tadqiqotlar 30-33
Annotatsiya
The paper advances a theoretical argument that game elements in beginner-level English instruction should be understood not as motivational decoration but as structural mediators of learner-centredness. Three claims are developed. First, the standard defining features of learner-centred instruction — control over pace, choice of route, visible criteria of success and legitimate use of the learner’s prior resources — are exactly the features that a Pre-A1 learner cannot negotiate verbally, since the language in which such negotiation normally occurs is the language being learnt. Second, discrete game elements can carry these functions non-verbally, and therefore make learner-centredness operable at a level at which it is usually declared but not enacted. Third, in a multilingual classroom the rule layer of any such element must operate in the learner’s home language, which converts translanguaging from a tolerated practice into a design requirement. A mapping of seven game elements onto the corresponding learner-centred functions is proposed, together with the theoretical limits of the argument.
Kalit soʻzlar:
Iqtiboslar
Weimer M. Learner-Centered Teaching: Five Key Changes to Practice. – San Francisco: Jossey-Bass, 2002. – 258 p.
Nunan D. The Learner-Centred Curriculum. – Cambridge: Cambridge University Press, 1988. – 196 p.
Tudor I. Learner-centredness as Language Education. – Cambridge: Cambridge University Press, 1996. – 279 p.
Deterding S., Dixon D., Khaled R., Nacke L. From game design elements to gamefulness: defining “gamification” // Proceedings of the 15th International Academic MindTrek Conference. – New York: ACM, 2011. – P. 9–15.
Sailer M., Hense J.U., Mayr S.K., Mandl H. How gamification motivates: an experimental study of the effects of game design elements on psychological need satisfaction // Computers in Human Behavior. – 2017. – Vol. 69. – P. 371–380.
Deci E.L., Ryan R.M. The “what” and “why” of goal pursuits: human needs and the self-determination of behavior // Psychological Inquiry. – 2000. – Vol. 11, No. 4. – P. 227–268.
Vygotsky L.S. Mind in Society: The Development of Higher Psychological Processes. – Cambridge, MA: Harvard University Press, 1978. – 159 p.
Tomlinson B. Materials development for language learning and teaching // Language Teaching. – 2012. – Vol. 45, No. 2. – P. 143–179.
Cummins J. Rethinking monolingual instructional strategies in multilingual classrooms // Canadian Journal of Applied Linguistics. – 2007. – Vol. 10, No. 2. – P. 221–240.
García O., Wei L. Translanguaging: Language, Bilingualism and Education. – Basingstoke: Palgrave Macmillan, 2014. – 176 p.
Council of Europe. Common European Framework of Reference for Languages: Learning, Teaching, Assessment. Companion Volume. – Strasbourg: Council of Europe Publishing, 2020. – 278 p.
Sailer M., Homner L. The gamification of learning: a meta-analysis // Educational Psychology Review. – 2020. – Vol. 32, No. 1. – P. 77–112. – DOI: 10.1007/s10648-019-09498-w.
Hamari J., Koivisto J., Sarsa H. Does gamification work? A literature review of empirical studies // Proceedings of the 47th Hawaii International Conference on System Sciences. – Washington: IEEE, 2014. – P. 3025–3034.
Toda A.M., Valle P.H.D., Isotani S. The dark side of gamification: an overview of negative effects of gamification in education // Higher Education for All. Communications in Computer and Information Science, vol. 832. – Cham: Springer, 2018. – P. 143–156.
Yuklab olishlar
Nashr qilingan
Son
Boʻlim
Iqtibos keltirish tartibi