Научные статьиM.H.Sayidova, S.U.Pulatova2025
THE INNOVATIVE WAYS OF TEACHING ANTHROPONYMS THROUGH GAME-BASED LEARNING IN ENGLISH LITERATURE LESSONS
Mustafoeva Maksad Askarovna
Современная наука и исследования · 2 · 2026
Аннотация
This article explores the use of anthroponyms in game-based teaching methods within literature lessons, using Beowulf as a case study. Anthroponyms in Beowulf carry significant symbolic and etymological meanings that provide insight into character traits, social roles, and cultural values. By integrating interactive learning strategies—such as quizzes, role- playing, and creative exercises—educators can enhance students’ engagement with the text while fostering linguistic awareness and analytical skills. This study highlights how game-based methods make the study of Old English literature more accessible and dynamic, encouraging active participation and deeper comprehension. Ultimately, incorporating anthroponym analysis into interactive teaching practices bridges historical literature with modern pedagogical approaches, enriching students’ learning experiences. Keywords: Anthroponyms, Beowulf, game-based learning, Old English literature, interactive teaching methods, literary onomastics, role-playing, quizzes, creative exercises, linguistic analysis, student engagement. ИННОВАЦИОННЫЕ СПОСОБЫ ОБУЧЕНИЯ АНТРОПОНИМАМ С ПОМОЩЬЮ ИГРОВОГО ОБУЧЕНИЯ НА УРОКАХ АНГЛИЙСКОЙ ЛИТЕРАТУРЫ Аннотация. В этой статье рассматривается использование антропонимов в игровых методах обучения на уроках литературы на примере «Беовульфа». Антропонимы в «Беовульфе» несут в себе важные символические и этимологические значения, которые дают представление о чертах характера, социальных ролях и культурных ценностях. Интегрируя интерактивные стратегии обучения, такие как тесты, ролевые игры и творческие упражнения, преподаватели могут повысить вовлеченность учащихся в текст, одновременно способствуя развитию лингвистических знаний и аналитических навыков. В этом исследовании подчеркивается, как игровые методы делают изучение древнеанглийской литературы более доступным и динамичным, поощряя активное участие и более глубокое понимание. В конечном счете, включение анализа антропонимов в интерактивные методы обучения связывает историческую литературу с современными педагогическими подходами, обогащая опыт обучения учащихся. 608 ResearchBib IF - 11.01, ISSN: 3030-3753, Volume 2 Issue 4 Ключевые слова: антропонимы, Беовульф, игровое обучение, древнеанглийская литература, интерактивные методы обучения, литературная ономастика, ролевые игры, викторины, творческие упражнения, лингвистический анализ, вовлеченность учащихся. Introduction. Anthroponyms, or personal names, play a crucial role in literary texts, carrying significant semantic, cultural, and historical meanings. In Beowulf, names serve not only as identifiers but also as reflections of character traits, social roles, and thematic elements. For instance, the name Beowulf, meaning "bee-wolf" (a kenning for a bear), symbolizes the protagonist’s strength and warrior-like nature, while Hrothgar ("glory-spear") signifies his noble leadership. Understanding these names provides deeper insights into the narrative structure and cultural values embedded in the epic. Incorporating anthroponym analysis into literature lessons enhances students’ engagement with the text, particularly when combined with game-based learning strategies. Traditional approaches to teaching Old English literature often rely on passive reading and textual analysis, which may not fully capture students’ interest. By integrating interactive methods such as quizzes, role-playing, and creative exercises, educators can transform the study of Beowulf into a dynamic and immersive learning experience. This article explores the use of anthroponyms in Beowulf as a tool for game-based learning, demonstrating how name-based activities can foster linguistic awareness, critical thinking, and literary analysis. By employing these methodologies, educators can make complex historical texts more accessible and engaging, ultimately enhancing students’ appreciation for Old English literature and its cultural significance. Research methods and materials. This study is based on a qualitative analysis of anthroponyms in Beowulf and their application in game-based teaching methodologies. The research draws from literary studies, linguistic analysis, and pedagogical approaches to interactive learning. The primary material for this study is the Old English epic Beowulf, with a focus on key character names such as Beowulf, Hrothgar, and Grendel. Secondary sources include scholarly works on Old English literature, onomastics (the study of names), and game- based learning strategies in education. The methodological framework combines literary analysis with practical teaching applications. The study examines how the meanings and origins of names in Beowulf contribute to the text’s thematic depth and how these names can be used in game- based activities to enhance students’ engagement and comprehension. 609 ResearchBib IF - 11.01, ISSN: 3030-3753, Volume 2 Issue 4 Teaching materials include text excerpts, worksheets, quizzes, role-playing scenarios, and cre
Доказательный фрагмент
«This article explores the use of anthroponyms in game-based teaching methods within literature lessons, using Beowulf as a case study.»
Образец извлечения
Демо-превьюThis article explores the use of anthroponyms in game-based teaching methods within literature lessons, using Beowulf as a case study. Полный текст публикации CiteX не хранит — доступ к первоисточнику открывается по DOI согласно лицензии издателя и выбранному плану.
- Цитирований
- 0
- Тип
- Журнал
- Страна
- Узбекистан
- Ключевые слова
- Anthroponyms, Beowulf, game-based learning, Old English literature, quizzes, linguistic analysis, creative exercises, role-playing, student engagement., literary onomastics, interactive teaching methods
Смежные источники
Общество и инновацииKhosiyat MAMATKULOVA2024
Научные статьиI.B.Yangiboyev, E.X.Berdanov +22025
МонографииK.J.Murodov2026