The aim of this study is to create an activity by means of technology integration in the foreign language learning of primary school students. A quantitative research method was used in the study. The research was conducted in the fall semester of 2021–2022. A total of 248 voluntary primary school students who continued their education in Kazakhstan participated in the study. In the study, 3 weeks of online education, English education and mobile technology education were provided to elementary school students. In the study, the ‘technology in education’ measurement tool developed by the researchers and compiled by experts in the field was used. The measurement tool was delivered and collected by online method to primary school students. The analysis of the data was carried out using the SPSS programme; frequency analysis was carried out with t-test; and the results obtained were added to the study accompanied by tables. According to the results of the research, it was concluded that the technology and foreign language learning status of primary school students was high and the technology status was high at the same time in their English education. Keywords: Technology Education, English Education, Elementary School Students, Distance Education
The aim of this study is to determine the creation of communicative competencies of students with game technology. The research was conducted in the fall semester of 2021–2022; the research consists of 327 volunteer students studying at universities in Kazakhstan and continuing their education. According to the sub-objectives of the research, the use of gamification technologies by university students during the day, the time spent by university students using the Internet and the situations were focused on. In the scope of the study, descriptive statistical methods were used for the development of students' communicative competencies with the gamification technology of university students. The research is a quantitative research method and is designed according to the analysis of students' views on the formation of communicative competencies on gamification technologies. According to the results of the research, it has been concluded that communicative skills increase with game technology. In addition, according to the results of the research, it was concluded that university students use the time zone on the Internet on the spot. Keywords: University students, gamification, communicative competence;
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