This article explores the integration of game-based technology in teaching English to students learning English for Specific Purposes (ESP). It highlights the effectiveness of using games to contextualize language learning, enhance engagement, and provide immediate feedback. The article discusses various types of game-based technologies, including simulations, role-playing games, and virtual reality, and how they can be applied to meet the specific language needs of ESP learners in fields such as medicine, business, and engineering. Challenges such as resource development, technology access, and teacher training are addressed, along with best practices for successful implementation. The article concludes that game-based technology, when carefully aligned with learning objectives, can significantly improve language acquisition for ESP students, making the learning process more interactive and relevant to their professional goals.
| Mualliflar | Xolmatova, Mаlikа |
|---|---|
| Jurnal | Lingvospektr |
| Nashr sanasi | 2024-10-30 |
| Jild | 1 |
| Son | 1 |
| Betlar | 70-73 |
| Til | Rus |
Game-based learning (GBL), English for Specific Purposes (ESP), simulations, role-playing games (RPGs), virtual reality (VR), gamification
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