USING STEAM TECHNOLOGY IN LANGUAGE LEARNING AS A NEW APPROACH TO LEARNING ENGLISH AS A SECOND LANGUAGE

Authors

  • Kangilova R.B. master teacher, South Kazakhstan State Pedagogical University, Kazakhstan, Shymkent

Keywords:

STEAM technologies, robots in classrooms, Chinese language and culture, elementary, Gamification, Language Learning Apps

Abstract

This article highlights the utilization of STEAM technologies for effective language learning. One of the successful examples is the Duolingo app, which has gained popularity among language learners due to its personalized and engaging approach. By using gamification and machine learning, the app offers a fun way to learn a language regardless of the user's age.

References

Chen, C. H. (2017). Applying mobile technologies to enhance English vocabulary learning for Taiwanese EFL university students. Journal of Educational Technology Development and Exchange, 10(1), 1-16.

Cushing Weigle, S. (2018). Games and simulations in the foreign language classroom. Routledge.

Duolingo. (n.d.). About Duolingo. Retrieved from https://www.duolingo.com/about

Godwin-Jones, R. (2018). Mobile language learning. In The Routledge Handbook of Instructed Second Language Acquisition (pp. 362-377). Routledge.

iPal Robot. (n.d.). iPal: A Language Learning Companion. Retrieved from https://www.ipalrobot.com/learning-companion

Language Lab VR. (n.d.). Language Lab VR. Retrieved from https://languagelabvr.com/

Warschauer, M. (2017). Technology and second language teaching. Oxford Research Encyclopedia of Education.

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Published

2023-06-02

How to Cite

Kangilova R.B. (2023). USING STEAM TECHNOLOGY IN LANGUAGE LEARNING AS A NEW APPROACH TO LEARNING ENGLISH AS A SECOND LANGUAGE. QUALITY OF TEACHER EDUCATION UNDER MODERN CHALLENGES, 1(1), 554–557. Retrieved from https://uzresearchers.com/index.php/IFTE23/article/view/377

Issue

Section

Методическая подготовка учителя как фактор эффективности педагогического образования