No. 2 (105), 2024 · 51–55 · DOI: 10.24412/1991-5497-2024-2105-51-55
LEARNING ENGLISH USING MOBILE APPS WITH GAMIFICATION ELEMENTS
Abstract
The article examines the available mobile applications used in learning English, highlights their features and advantages, and defines the target audience. To determine the effectiveness of using mobile applications in learning English, a survey is conducted among students of schools in Yakutia from 5th to 11th grade. This survey is performed on the Google Forms platform and is aimed at identifying the frequency of use of language-based mobile applications, the advantages and disadvantages of such applications. The relevance of a new mobile application with gamification elements for learning English, which is being developed as part of the Sirius program project “Sirius.Summer: Start your project. Season 2023/2024”. The practical significance of the work lies in the fact that the survey results will help in creating a mobile application with which you can learn English. The application will be based on a tale about a polar bear of his own composition, thereby focusing on the disappearance of rare animals and on the problems of global warming and its impact on the Arctic.
Keywords: mobile application, English, user, development, gamification method, survey, respondents, polar bear, Arctic
Full text in Russian.
How to cite
Koriakina K.R., Sidorova A.A., Dmitrieva O.N. LEARNING ENGLISH USING MOBILE APPS WITH GAMIFICATION ELEMENTS. The World of Science, Culture and Education. 2024. No. 2 (105). 51–55. DOI: 10.24412/1991-5497-2024-2105-51-55