The article is aimed at a detailed examination of the prerequisites for the introduction of visual content into the educational process in the foreign language course during distance learning and at defining a list of prerequisites for its successful processing by students. The article proves that the search for new trends and approaches to education leads to new goals and new types of knowledge. All innovations in higher education contribute to the formation of a new image of future professionals. The relevance of the problems of higher education technologization is associated with the countless number of innovations, among which the authors single out the visualization of educational information in distance learning. The article shows the importance of visualization in distance education. The given technology includes both visual presentations of information and the development of visual thinking during the educational process. Educational material and an effective visual teaching method allow making the educational process interesting and non-standard and increasing students’ motivation to learn English. Thus, the visualization of educational information is a tool for distance learning technology. The article identifies the preferable visualization tools based on the survey of students based on the results of the use of visualization in distance English language learning. According to the summary of the results of distance English language learning, it is proposed to divide the visualization process into several stages.
The article focuses on ways to intensify the educational activities of students, to increase their motivation and the quality of knowledge obtained during the study of lexical units of a foreign language using game technologies. The article substantiates the effectiveness of gamification as a new way of organizing training, which has a huge pedagogical potential. It is proved that the use of tools for various games in the educational process increases the probability of achieving the goal, because using game practices, gamification does not turn reality into a game, but gives students game settings that correspond to reality to achieve professional tasks in the context of reality. The authors present a method of using a modern scenario for organizing students' play activities on any topic. It includes components for using game techniques in the classroom – word search, memory game, bingo, and crossword puzzle. Skills of using such techniques help students in the process of learning a foreign language, motivating students to independent creative work and solving problems within the framework of gamification, accompanying the entire educational cycle. Gamification helps to replace external motivation with internal motivation. By modeling certain behavior of students, the teacher increases their integration without their awareness of this fact. Unconscious involvement activates involuntary attention, which is the most effective means of assimilating up to 90 % of information. Active methods encourage students to become the main participants in the educational process. And teamwork when performing a task with gamification elements becomes an important factor in the development of emotional contact between all participants. To help the teacher should come modern educational platforms, where the teacher will adjust their material to the level of training and motivation of students.
A central issue during the implementation of innovative learning forms is the choice of the perfect ratio between the traditions of the existing educational system, modern pedagogical innovations and the instrumentarium of information and communication technologies. From practice and a number of studies, one can see that there is a clear trend for blended learning as a process that creates a comfortable informational educational environment and the systems of communication that provide all necessary educational information. The article deals with the pedagogical design of academic disciplines and lessons in the context of blended learning. A theoretical analysis is carried out of the pattern of using blended learning in the educational process within higher education. Based on the results of an expert survey, pedagogical design stages are defined in the context of blended learning and lessons that utilize the flipped learning model.
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