Types of Language Applications 


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Types of Language Applications

 

A.P. Avramenko and V.N. Shevchenko consider mobile applications as a gamification tool aimed at developing the communicative competence of students, and note that different mobile applications can be aimed at developing different components of this competence [Avramenko and Shevchenko, 2017, p.66].

It should be clarified that communicative competence is understood as the ability to solve communication problems that are relevant for students in everyday, educational, industrial and cultural life using the means of a foreign language; the student's ability to use the facts of language and speech to achieve communication goals [Azimov and Stchykin, 2009, p. 98].

So there are a number of applications aimed at developing language competence. Here, linguistic competence refers to the possession of a system of information about the language being studied at all its levels: phonemic, morphemic, lexical, syntactic, and the ability to use this knowledge in practice [Azimov and Stchykin, 2009, p. 362]. Applications and services such as Duolingo, Quizlet, Practice English Grammar, Merriam Webster Dictionary, Learn English Kids: Phonics Stories, Lingualeo and others can be directed to its development.

In this paper, I consider applications aimed at developing this particular competence as tools for mastering the language at some basic level.

For example, the application Lingualeo includes interactive learning tasks on audio and video recordings, written texts, exercises, tests, etc. aimed at developing language competence.

The Quizlet application can be used on PC and mobile devices, allows you to create vocabulary cards to familiarize yourself with it and memorize it, and also offers follow-up exercises to practice and consolidate the learned vocabulary.

The Practice English Grammar app allows you to practice vocabulary and grammar with the following types of exercises: making sentences from a set of words, a test with a choice of answers, listening with answers to questions, etc. [Avramenko and Shevchenko, 2017, pp.66-67].

Various mobile services are aimed at the development of speech competence - the possession of ways to form and formulate thoughts with the help of language and the ability to use these methods for the perception and generation of speech [Azimov and Stchykin, 2009, p. 251]. These are SeaSaw, SpeakingPal, VoiceThread, etc.

For example, the SeaSaw app allows you to record your own audio and video recordings to practice speaking skills [Avramenko and Shevchenko, 2017, p.67].

A variety of electronic products are aimed at the development of sociocultural competence - the ability to use sociocultural knowledge in the process of intercultural communication [Azimov and Stchykin, 2009, p. 286]. These are Memrise, Story Maker, ESLvideo, etc.

For example, the Memrise app offers a wide range of topics for study (art, science, entertainment, etc.), as well as various types of tasks [Avramenko and Shevchenko, 2017, p.68].

So, we learned how mobile applications appeared and what they are. Let us now consider more practical points regarding its promotion and monetization.

 

 



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