GAMIFIKATSIYALANGAN KOMMUNIKATIV SSENARIYLAR VOSITASIDA 7-9-SINF O‘QUVCHILARINING PRAGMATIK KOMPETENSIYASINI RIVOJLANTIRISH MODELI

Authors

  • Safarova Shoxina Zafarovna Author

Keywords:

gamifikatsiya, kommunikativ ssenariy, pragmatik kompetensiya, 7-9-sinf, ingliz tili, rol, missiya, feedback, nutqiy akt, metodik model.

Abstract

Maqolada 7-9-sinf o‘quvchilarining ingliz tilidagi pragmatik kompetensiyasini rivojlantirishga mo‘ljallangan gamifikatsiyalangan kommunikativ ssenariylar modeli ishlab chiqiladi. Gamifikatsiya ball, badge yoki reytingning mexanik qo‘llanishi sifatida emas, balki kommunikativ maqsad, rol, tanlov, missiya, qayta aloqa va hamkorlikni bir tizimga birlashtiruvchi pedagogik dizayn sifatida talqin etiladi. Metodik modellashtirish natijasida maqsadli, mazmuniy, jarayonli, motivatsion va baholash komponentlari, shuningdek 7-, 8- va 9-sinflarda murakkablashib boruvchi uch bosqichli ssenariy arxitekturasi taklif qilinadi. Model pragmatik topshiriqni o‘yin natijasiga emas, kommunikativ niyatning vaziyatga mos amalga oshirilishiga bog‘lash tamoyiliga asoslanadi.

References

1. Jalolov J. Chet til o‘qitish metodikasi. - Toshkent: O‘qituvchi, 2012. - 432 b.

2. Hoshimov O‘., Yoqubov I. Ingliz tili o‘qitish metodikasi. - Toshkent: Sharq, 2003. - 304 b.

3. Saidaliyev S. Chet tili o‘qitish metodikasidan ocherklar. - Namangan, 2004. - 238 b.

4. Deterding S., Dixon D., Khaled R., Nacke L. From Game Design Elements to Gamefulness: Defining “Gamification” // Proceedings of the 15th International Academic MindTrek Conference. - 2011. - P. 9-15. DOI: 10.1145/2181037.2181040.

5. Council of Europe. Common European Framework of Reference for Languages: Learning, Teaching, Assessment - Companion Volume. - Strasbourg: Council of Europe Publishing, 2020. - 280 p.

6. Sailer M., Hense J.U., Mayr S.K., Mandl H. How gamification motivates: An experimental study of the effects of specific game design elements on psychological need satisfaction // Computers in Human Behavior. - 2017. - Vol. 69. - P. 371-380. DOI: 10.1016/j.chb.2016.12.033.

7. Li L., Hew K.F., Du J. Gamification enhances student intrinsic motivation, perceptions of autonomy and relatedness, but minimal impact on competency: a meta-analysis and systematic review // Educational Technology Research and Development. - 2024. - Vol. 72. - P. 765-796. DOI: 10.1007/s11423-023-10337-7.

8. Helvich J., Novak L., Mikoska P., Hubalovsky S. A Systematic Review of Gamification and Its Assessment in EFL Teaching // International Journal of Computer-Assisted Language Learning and Teaching. - 2023. - Vol. 13, No. 1. - P. 1-21. DOI: 10.4018/IJCALLT.322394.

9. Kaya G., Çilsalar Sagnak H. Gamification in English as Second Language Learning in Secondary Education Aged Between 11-18: A Systematic Review // International Journal of Game-Based Learning. - 2022.

10. Rafiq R., Yavuz M.A. Advancing English as second language communication: The effectiveness of online pragmatic training on essential speech acts // Heliyon. - 2024. - Vol. 10, No. 11. - e31763. DOI: 10.1016/j.heliyon.2024.e31763.

11. Sharipov F.I. Pragmatic Competence as a Structural Component of Foreign Language Communicative Competence of Students // International Journal on Integrated Education. - 2022. - Vol. 5, No. 6. - P. 560-563.

12. Tursunova M. Developing Pragmatic Competence of Uzbek ESL Learners through Postmethod Pedagogy // O‘zMU xabarlari. - 2024. - Vol. 1, No. 1.8.1. DOI: 10.69617/nuuz.v1i1.8.1.3021.

Downloads

Published

2026-09-04