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РецензированоEN2024

Developing sociocultural competence of senior high school students through game technologies

Дилфуза Саидова (Узбекский государственный университет мировых языков) · Мамура Саидова (Узбекский государственный университет мировых языков)

Актуальные вопросы языковой подготовки в глобализирующемся мире · 2024

Аннотация

The article discusses the potential benefits of integrating game technologies to enhance the sociocultural competence of senior high school students. Incorporating game technologies into the curriculum provides students with immersive and interactive experiences that facilitate social interaction and promote cultural understanding. Through gameplay, students can develop essential skills like communication, empathy, and respect for diverse perspectives. In an increasingly globalized world, it is crucial for educators to leverage virtual environments and scenarios in games to help students navigate intercultural interactions effectively. Research in this area is essential to understand the impact of game technologies on sociocultural competence and to inform educational practices that foster cultural sensitivity and understanding among students. By recognizing the significance of using game technologies as educational tools, educators can empower students to develop the necessary skills and mindset to thrive in diverse cultural environments. The writers clarify the fundamentals of sociocultural competencies in general and emphasize their importance for students based on an examination of scientific literature.

Доказательный фрагмент

«The article discusses the potential benefits of integrating game technologies to enhance the sociocultural competence of senior high school students.»

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The article discusses the potential benefits of integrating game technologies to enhance the sociocultural competence of senior high school students. Полный текст публикации CiteX не хранит — доступ к первоисточнику открывается по DOI согласно лицензии издателя и выбранному плану.

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Тип
Журнал
Страна
Узбекистан
Ключевые слова
sociocultural competence, game technologies, educational games, senior high school students, cross-cultural understanding
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