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ANDIJAN REGION ASAKA DISTRICT


SECONDARY SCHOOL № 2
METHODICAL- TEACHING AID

"EDUCATIONAL AND DIDACTIC GAMES IN ENGLISH


LESSONS. "

Abasheva Dilafruz Shakhobidovna


English language teacher of the secondary school № 2

ASAKA-2024

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ANNOTATION:
This teaching aid includes instructive and educational diversions
and diversion works out, as portion of the execution of gaming
innovations, which can be utilized for extra hone in progressing
information and skills of the English dialect, as well as as engaging
exercises with children within the classroom. These pedantic diversions
will offer assistance extend your vocabulary, apply information of the
utilize of tense forms of verbs, set up the proper word arrange in a
sentence, correctly use modal verbs, relational words and conjunctions,
figures of speech and sayings.
Recommended for use by English methodical union of foreign languages
in general secondary school №2 in Asaka district, Andijan region.

KEYWORDS: didactic game, lexical and grammar game, speech


cliches, language unit, using auditory speech, verbal communication.
Author:
Abasheva Dilafruz Shakhobidovna - The English teacher of the
secondary school № 2 in Asaka district, Andijan region.

Reviewer:
Yuldasheva Nilufar Abdukarimovna - The head of methodical
union of foreign languages in the secondary school № 2 in Asaka district,
Andijan region.

Editor:
Turayeva Shahnoza Makhamadaminovna - The English teacher of
the secondary school № 2 in Asaka district, Andijan region.

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Content

Introduction…………………………………………………………………………... 4
1.1.The essence of the concept of “Game Technologies”……………………………. 5
1.2 . Grammar games…………………………………………………………………. 7
1.3. Lexical games……………………………………………………………………. 11
1.4. Phonetic games………………………………………………………………….. 14
2.1. Creative auditory games…………………………………………………………. 16
Conclusion……………………………………………………………………………. 19
Bibliography………………………………………………………………………….. 20

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Introduction.

As of late, there has been an expanding intrigued in learning English,


which is recognized as the dialect of proficient communication in
different areas of movement. Thus, one of the foremost vital errands of a
educator is to extend inspiration for learning English. Each instructor tries
to discover the ideal way to fathom a given issue. The utilize of
conventional ways and strategies of affecting understudies in arrange to
familiarize them with the culture of the nation of the dialect being
examined is being surveyed, unused advances are being presented, one of
which is gaming technology, which makes a difference to extend
students' inspiration to memorize remote dialects.
Objective :
to heighten the communicative action of understudies in English lessons.
Assignments :

-highlight extra openings for clarifying linguistic and lexical fabric


-permit you to memorize new words, expressions and whole
developments in a fun way
- create coherent thinking
- create creative ability, inventive considering
- advance the advancement of communication aptitudes
The hypothetical importance lies within the truth that its comes about can
offer assistance resolve numerous issues related with instructing a outside
dialect to school-age children.
The commonsense esteem is that these diversions can be utilized by
outside dialect instructors in schools.

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1.1. The essence of the concept of “Game Technologies”

Exceptional researchers (I.L. Bar, S.S. Polat, E.I. Passov and


numerous others) have managed with the issues of invigorating students'
inspiration to memorize a remote dialect using game-based instructing
strategies. Within the strategy of educating a outside dialect, the Game is
considered as a situational work out, with the plausibility of rehashing a
discourse design in conditions near to genuine circumstances.
E.I. Passov, in his book “Foreign Dialect Lesson at School”, accepts that:
“a diversion is 1) an movement; 2) inspiration, need of impelling; 3)
individualized activity, profoundly individual; 4) preparing and
instruction within the group and through the group; 5) development of
mental capacities and capacities; 6) “learning with passion.” The Game
may be a capable jolt for acing a outside dialect and an viable procedure
within the arms stockpile of a outside dialect educator, “a all inclusive
tool that helps a outside dialect instructor turn a or maybe complex
learning handle into an energizing and favorite action for students.”
Play may be a effective boost for dialect securing. The instructive
diversion cultivates a culture of communication and creates the capacity
to work in a group and with a group, and its apt utilize within the
classroom makes understudies prepared and willing to play and
communicate. The Game, as a shape of lesson organization, performs the
taking after tasks:

- Trains students in choosing the proper discourse cliches;


- Advances rehashed redundancy of dialect units;
- Makes mental preparation for genuine verbal communication.
The diversion is reasonable for nearly each understudy. It happens that a
student who is weak in dialect preparing can gotten to be the primary
within the Game:
insights and genius here turn out to be more imperative than information
within the subject.
A sense of equality, an atmosphere of energy and delight, a sense of the
achievability of errands - all this permits the understudy to overcome
shyness, which anticipates him from unreservedly utilizing words of a
foreign dialect in discourse, diminishes the fear of botches, and includes a
useful impact on learning comes about.
Game action within the learning handle performs the taking after
capacities:
1. Instructive work - advancement of memory, consideration, recognition
of data.
2. Instructive work - sustaining such quality as an mindful, compassionate
state of mind towards a playing accomplice.

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3. Excitement work - making a favorable atmosphere within the lesson,
turning the lesson into an energizing experience.
4. Communicative work - making an climate of remote dialect
communication, establishing modern enthusiastic and communicative
connections based on interaction in a remote dialect.
5. Unwinding work - calming enthusiastic push caused by the stack on
the anxious framework amid seriously learning of a remote dialect.
6. The formative work is pointed at the agreeable development of
personal qualities to actuate the save capabilities of the person.
The usage of diversion procedures and situations amid the lesson form of
classes occurs within the primary ranges:
1) The didactic objective is set for the understudy within the frame of a
diversion assignment;
2) Instructive activities are subject to the rules of the game;
3) Instructive fabric is utilized as its means, an component of competition
is presented into instructive exercises, which changes the educational
assignment into a game one;
4) Fruitful completion of the instructional errand is related with the Game
result.
Instructive diversions are a solid persuading calculate within the prepare
of learning a remote dialect. The Game makes a difference to solidify
etymological wonders in memory, keep up the interest and activity of
understudies, and make a want in understudies to communicate in a
outside dialect. Diversions offer assistance the instructor to animate the
lesson, bring expectation to educational communication in the foreign
dialect being examined, facilitate the prepare of acing dialect fabric, and
make instructive work curiously.
The diversion in a remote dialect lesson must meet the taking after
prerequisites:

1. Well arranged in terms of both substance and frame, clearly organized;


2. Relieve lesson pressure and invigorate understudy action;
3. Be acknowledged by the total group;
4. Relieve lesson pressure and fortify understudy movement;
5. Conducted in a friendly, inventive air;
6. Take off the educational effect on the moment, frequently oblivious
plane, and continuously execute the diversion minute within the to begin
with, visible place;
7. Do not take off any understudy detached or indifferent.
The Game requires each understudy to be dynamic and take an interest in
joint exercises. Participants should derive fulfillment from knowing that
they are able to communicate in a foreign dialect. At the same time, the
diversion will be alluring and beneficial in case it is anticipated as

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unwinding and Game against the scenery of troublesome and some of the
time strongly work.
The forms of pedantic recreations utilized within the instructive handle
are amazingly different. These incorporate board diversions adjusted to
instructive errands, such as lotto or dominoes, and charades, conundrums
and competitions. These incorporate role-playing recreations, when the
understudy envisions himself as a transport driver or traveler, direct or
traveler, and we are show at an offhand execution. Usually moreover a
game according to pre-established rules (cover up and look for,
relinquishes, etc.), where competition happens in one form or another
between the players.
Hence, games can moreover be specifically phonetic:
syntactic, lexical, phonetic and spelling. These are so-called “preparatory
games” that contribute to the arrangement of speech skills. Games like
this can make boring work that requires rehashing the same structures
over and over again more curiously and exciting. With the offer
assistance of recreations, you'll create perception abilities when depicting
objects and wonders, enact consideration, create skills in reproducing
what you listen, and much more.
1.2. Grammar games
Objectives:

• instruct understudies the utilize of discourse designs containing certain


linguistic troubles;
• make a normal circumstance for utilizing this discourse design;
• create discourse movement and autonomy of understudies.
Authority of linguistic fabric, to begin with of all, makes the opportunity
for understudies to move on to dynamic discourse. It is known that
preparing understudies within the use of syntactic structures, which needs
their rehashed redundancy, tires schoolchildren with its repetitiveness,
and the exertion exhausted regularly does not bring fast fulfillment.
Utilizing game-based learning strategies will offer assistance make boring
work more curiously and energizing. For case, a number of language
structure diversions can be viable when presenting modern fabric.

Game "Picture Game"


To way better acclimatize the structures within the Show Nonstop by
understudies, you'll be able utilize a diversion with a picture.
Schoolchildren are inquired to figure what a specific character delineated
in a picture that they have not however seen is doing. Folks inquire
questions , for example :

P1:

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Is the young lady sitting at the table?
T:
No, she isn't .
P2:
Is the young lady standing?
The understudy who surmises the activity appeared within the picture
wins. He gets to be the pioneer and takes another
picture.

Game “What can they do?”


Objective: automation of composing interrogative sentences with the
modular verb can
Advance of the diversion:
the instructor calls two or more understudies and clarifies to the lesson
that these folks will illustrate activities. The class must figure what these
understudies can do well. The educator composes a state on the board:
Can they...well?
The educator whispers a word to the understudies and they select who
will appear it to the lesson. The course surmises the activity.
Game "May I...?"
Objective:
enactment of the May I...? In action.
Advance of the diversion:
students take turns inquiring the pioneer for consent to do something. The
moderator permits it. All understudies perform the activity.
Case:
P 1:
May I rest ?
T:
- It would be ideal if you, do it. Wake up!
P2:

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- May I run around?
T:
- Please, do it. Halt!
Game "Big-bigger - the greatest"
Objective:
automation of the utilize of degrees of comparison of descriptive words.
How to play:
The instructor isolates the course into two groups and names an
descriptive word. Bunches take turns naming the comparative and
superlative shapes of a given descriptive word. Each adjust reply gains a
point for the gather. The bunch with the foremost focuses wins.
Example:
T: lean
Gr. A, P1 : more slender – the most slender
T: boring
Gr. B, P1: more boring – the foremost boring
T:huge
Gr. A, P2: more huge – most
T:Off-base! greater- the greatest
Bunch A gets no point
Game " This " is a ..."
Objective:
preparing the skill of building sentences with the development this is
often.
How to play: The course is isolated into two groups. The educator holds
up an letter set word card or a color card. One student from the group
goes to the board and composes down a sentence that matches the
pictures on the cards.
Case:
This is a ruddy ball.
The right reply gains the group a point.
Game “Hide-and-Seek in a picture”
Instructor:
"Let's play hide-and-seek nowadays!"
Understudy: I need to be "It"
T:Let's tally out.
Chosen driver _ You wish to rationally “hide” behind one of the objects
in the room portrayed in the huge picture. The foremost curiously thing is
for the driver - he composes on a note where he stowed away and gives it
to the instructor. To form it more like genuine cover up and look for, the
course peruses a saying that more often than not goes with this game
among English children:
Bushel of wheat, bushel of clover:

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All not covered up, can't stow away over.
All eyes open! Here I come
They start to “ look ”:
P1:Are you behind the closet?
It:No, I am not.
P2:Are you beneath the bed?
It:
No, I am not.
P3:Are you in the closet?
It:No, I am not.
P4:Are you behind the curtain?
It:Yes, I am.
The one who surmises accurately gets one point and the proper to “hide”.
Game "I took a trip"
The class examined verb shapes within the Past Indefinite .
Taking advantage of the reality that the students went somewhere, the
educator inquires the address:
“You went on a trip. What did you take with you?”
Students:
I took a bag. I took a clock.
I took a book to examined. I took a canine.
I took a nourishment bushel. I took a coat.
I took an umbrella. I took a note-book.
Teacher:
Very great. But I know exceptionally well that that was the as it were
thing you took. Yes, do not be shocked. That was an awfully unordinary
trip.
The students started to realize that the instructor had come up with
something once more which they should play along:
Katya took as it were a bag, Misha took as it were a nourishment bushel,
Andrei took as it were a clock, in a word, each took as it were one thing.
Is it clear? All right. Let's go on. I want to inquire:
What did you eat? Keep in mind simply took as it were one thing with
you.
Katya:
I'm at a book.
Andrei:
I ate a clock.
Danil:
I'm a puppy.
Kolya:
I ate an umbrella.
The guys will unquestionably laugh heartily. At that point the instructor

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will clarify that according to the rules of the Game, you're not allowed to
laugh, and those who cannot stand it take off the Game.

Game " Amusing " questions "


Objective:
mechanization of the utilize of the have / has development got in spoken
dialect.
Advance of the game:
The children require to rapidly reply the teacher's questions.
Case:
How numerous noses have twelve mutts got? How numerous legs have
five chairs got? Etc.

1.2.Lexical games
Goals:
• train students in the use of vocabulary in situations close to natural settings;
• intensify the speech and thinking activity of students;
• develop students' speech response;
• introduce students to combinations of words.

Game "Catch and Tell"


How to play: Students sit in a circle. The teacher, throwing the ball to any
player, calls the word in Russian. Having caught the ball, the player throws
it back to the teacher, while simultaneously calling out the word in English.
Example:
T: cat
P1: a cat
Game "In the store"
How to play: On the store counter there are various items of clothing or food
that you can buy. Students go to the store and buy what they need.
P 1: Good morning!
P2: Good morning!
P1: Have you a red blouse?
P2: Yes, I have. Here it is.
P1: Thank you very much.
P2: Not at all.
P1: Have you a warm scarf?
P2: Sorry, but I haven`t.
P1: Good bye.
P2: Good bye.

Game "Collect a briefcase"

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Progress of the game: The whole class participates in the game. They come
to the board at will.
T: Let's help Pinocchio get ready for school.
The student takes the objects on the table, puts them in a briefcase, calling
each object in English: This is a book. This is a pen (pencil, pencil-box)
In the following, the student briefly describes the subject he is taking: This
is a book. This is an English book. This is a very nice book

Game "Flower of Seven Flowers".


Equipment: daisies with removable multi-colored petals.
How to play: The class is divided into three teams. Schoolchildren, one after
another in a chain, name the color of the petal. If the student makes a
mistake, all the petals return to their place and the game starts over.
P1: This is a blue leaf.
P2: This is a red leaf., etc.

Game "Name the Sixth"


How to play: Players sit in a circle. The driver begins the game by listing the
words of the studied vocabulary, for example, 5 sports, 5 professions, 5
school subjects, etc. The one who is asked to continue the list must quickly
add one more name, name the “sixth”, without repeating what was listed
before. If the responder immediately names the sixth word, then he becomes
the leader; if he hesitates, then the leader remains the same.
Example:
Rubber, desk, ruler, chair, board... (pen).

Game "Seasons"
Goal: to activate vocabulary related to the topic “Seasons”.
Progress of the game: before starting this game, you should repeat the names
of the seasons and their descriptions. Then the teacher invites one of the
students to think of a season and describe it without naming it. For example :
It's cold. It's white. I ski. I skate. Students are trying guess : Is it early
spring?, Is it winter? The one who correctly named the time of year wins .

Game " Opposites "


Goal: To review words and increase vocabulary, especially adjectives,
adverbs, verbs and antonym pairs.
Required material: A deck of cards on which one word is written: adjective,
adverb or verb. Each word must have an antonym (not written on the card).
For example:
LOUDLY HOT FAT QUICKLY
WIDE TOP STAND UP HEAVY LIGHT
Description: The class is divided into 2 teams (A and B). A player from
team A chooses a word and tells it to a player from team B, who must say

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the antonym and use it in his sentence. Then a player from team B makes a
word for a player from team A. And so on in pairs. For example :
A1: My father is FAT. B1: My father is THIN
B1: This book is LIGHT. A1: This book is HEAVY.
A2: I CRY when I'm sad. B2: I LAUGH when I'm sad.
B2: She talks LOUDLY. A2: I don't know.
Scoring: 1 point for correct question, 2 points if you name a sentence with
an antonym that your opponent does not know. If no one knows the
antonym, the teacher calls it.

Game “What disappeared from the table”


The teacher places pictures on the table depicting fruits and
vegetables whose names the children know. They try to remember
everything they see. The teacher covers the table with paper, removes 1-3
pictures, and then removes the paper and asks: “What is missing?” the one
who correctly named the vegetables and fruits that the teacher removed from
the table is given a chip. The game is repeated several times. The child who
collects the most chips wins.
Game "Numerals"
The group is divided into two teams. The teacher names the number.
One of the teams must name the previous numeral, and the other the next
one. If a participant in the game makes a mistake, the team receives a
penalty point. The team with the fewest penalty points wins.

Game "Colors"
The captains are invited to look carefully at each other, and then,
turning away, name the colors of individual items of clothing of their
opponent from memory. A correct answer is worth 5 points, and 2 points are
deducted for an error.

Snowball game
Purpose of the game: to activate the use of the preposition above in students’
speech.
Progress of the game: the participants of the game are offered, for example,
the following task: Tell us what objects the plane can fly over (city, village,
forest, river, etc.). Each student makes sentences by repeating what was said
before and adding a new word.
For example , 1st student says : “A plane can fly above the river”, 2nd
student continues : “A plane can fly above the river and the forest” and T .
d.

Game for attention

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At a fast pace, the teacher shows the class picture after picture and says, for
example: “I have a monkey.” Students agree: “Yes, you have a monkey.”
Sometimes the teacher “makes a mistake” and calls the wrong or wrong
animal that he is showing. For example, showing a picture of a big dog, he
says: “I have a little dog.” The student who agrees with the teacher “pays a
forfeit.”

1.3. Phonetics games


Objectives :

• prepare understudies within the elocution of English sounds;


• instruct understudies to studied boisterously and clearly;

Game "Bees"
Equipment:
a picture of two bees.
Advance of the Game:
the instructor tells the children that one bee is English (and this could be
seen from her outfit), the other is Russian. The English bee buzzes [ð],
and the Russian one [z]. The bees met on a bloom and talked with each
other, sharing news. (Substitute [ð], [z]).

Game "Words"
Advance of the game:
the instructor articulates the words, inquiring the groups to require turns
naming which word (out of four) is diverse from the rest.
Case:

man – man – men – man


bad – bed – bad – bad
ship – ship – sheep - ship
Game “Sending a telegram”
Progress of the game:
The lesson chooses a pioneer. The instructor inquires him to assume
himself within the part of a transmit administrator and send a wire - spell
the words, delaying after each word.
Case:
a –u –t –u –m –n, a –l –r –e –a –d –y, s – c –h –o –o –l
Game "Tongue Twisters"
You'll utilize tongue twisters as phonetic diversions, holding a
competition to see who can articulate the tongue twister superior and
quicker.
1. Pat's dark cat is in Pat's dark cap.

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2. In the event that you, Andy, have two candies deliver one sweet to
Sandy, Andy.
3. A cup of decent coffee is in decent coffee-cup.
4. Geb is Bob's pooch. Tob is Mob's pooch.
5.Pat _ keeps two pets .

A game to create sound and letter investigation of words


Reason of the Game:
improvement of graph o-motor abilities and creative ability.
As the diversion advances, understudies tune in to the educator clarify the
composing of the letter and attempt to portray it in their note pads
concurring to the show. For illustration:

- The letter E was walking through the forest, stumbled, turned over and
turned into the letter F. The letter F moreover fell, broke its arm and got
to be the letter L.
- An fiendish eraser settled following to the house where the letters lived.
In the event that any letter came to him, he made it not at all like himself.
One day the letter Y came to the eraser, he eradicated its leg, the letter V
turned out.

Game "Hard of hearing Phone"


Reason of the game:
advancement of phonemic hearing, capacity to concentrate.
Advance of the Game:
the moderator whispers a word in English into the ear of the individual
sitting on the edge. The following player whispers this word to his
neighbor, etc. The diversion is played for two groups. The group that
passes the named word to the last player quicker and without blunders
wins.

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2.1. Creative auditory games.

. These games can offer assistance accomplish the taking after tuning in
objectives:

• instruct understudies to get it the meaning of a single articulation;


• educate understudies to highlight the most thing within the stream of
data;
• educate understudies to recognize person discourse designs and
combinations of words in a stream of discourse;
• create sound-related memory and sound-related reaction of understudies.

Game “We can eat bread”


A Game of eatable and unpalatable. Entering the classroom, the
understudies, to their shock, saw bread, cheese, and sugar on the teacher's
table. For what This ? “Look, this can be bread. I can eat it, he said
instructor . At that point he took the write. “ Able to eat a write ” “ No ”,
all understudies must say. At that point the educator gives everybody a
chip and says that when somebody notices an eatable thing, raise their
hands, and in case somebody raises their hand when specifying an
unpalatable thing, they must provide the chip, etc.

Game" Make " it consistent "


Advance of the Game:
after tuning in to a recording of a brief story (5-6 sentences) twice,
children must reproduce the story, getting a point for each redress
improvement of sentences.
Case :
It spared me. Once I went to the forest, I went alone. But the canine knew
the way domestic exceptionally well. As it were my puppy was with me.
All of a sudden I misplaced my way.

Game " Lexicon "


Objective:
to create the expertise of understanding definitions by ear.
Required fabric:
Give your understudies with word references that not as it were compare
to their level of information, but too contain, in expansion to definitions
of words, too cases of their use in context.
Depiction:
The educator finds a appropriate word within the dictionary, names the
portion of discourse (verb, noun, etc.) and the primary letter of this word,

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at that point peruses the definition (as well as sentences in which this
word can be utilized). Understudies attempt to guess this word. The one
who says the proper word to begin with. The one who is the primary to
title the right word gets to be the driver, chooses the word himself and
peruses its definition. Illustration:

“My word is verb and it starts with the letter 't'. it implies:

1. create considerations; shape within the gentle. I frequently_________


of domestic.
2.reason; consider. He is_____ almost the problem.
3.believe; have faith in something. He_____ he can do it.”
Game"Who is the legend"
The understudy conceives the legend of the book. The others inquire
questions and guess who it can be. The diversion can be played
exclusively or in groups. A great story is worth two focuses, and a
address is worth one point.

b) discourse games that contribute to the implementation of the taking


after assignments:

• teach understudies the capacity to precise thoughts in their coherent


arrangement;
• educate students to for all intents and purposes and imaginatively apply
the obtained discourse abilities;
• prepare understudies in discourse responses within the communication
process.
Game" Clarify " yourself "
The teacher says a sentence that can serve as the conclusion of a brief
story. Understudies come up with their possess stories. The one who
brings the story to its conclusion most consistently wins. Illustration:

– Fortunately I found individuals who might swim. – I bounced up and


opened the window.
Game" Wright / Off-base "
How to play:
Two chairs are put close the board. One has a " Wright " sign, the other
features a " Off-base " sign. Educator says:
The climate is fine nowadays ( and it is raining at this time) and focuses
to one of the understudies. He sits on a chair with a sign saying “wrong”
and says:
That 's wrong _ The climate is stormy and after that addresses a member
of the other team:

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See , Pete . The sun is not sparkling nowadays . The understudy tended to
by the driver takes a chair with a “correct” sign and addresses the
following member. The group that creates less botches wins.
Game"Best Story"
Purpose of the diversion:
repetition of the studied topic, advancement of monologue speech
aptitudes.
Two groups are taking an interest. Each group ought to compose a story
on a particular point, for case “School” or “Travel”. The group that
composes the leading story and makes the least botches within the story
wins .

Game "Who's Perplexed of Who?"


Reason of the Game:
union to be perplexed of.
Advance of the Game:
the educator names the actions, exercises of people, as well as various
creatures, and the groups must rapidly title who is perplexed of whom, for
case:

thief - constable;
mouse - cat, etc.
Game"Turnip"
Reason of the Game:
to fortify the abilities of utilizing relational words some time recently,
behind and in front of.
Progress of the Game:
the groups are given pictures delineating the heroes of the pixie tale
“Turnip”. The players must correctly name all the characters relative to
each other.
Game " There " is / There are "
Reason of the Game:
to solidify in the students' memory the lexicon and expressions secured
There is….( are )Gameadvance:
the bunch is divided into two groups. The teacher puts objects in a box
whose names are known to the understudies. After this, group individuals
take turns naming these things in English. For illustration :
P1:There's a book within the box.
P2:There is a pencil within the box.
P3:There's a write within the box. Etc.
The group that names the foremost things wins.

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Conclusion:
"Merry riddles" educating enigmas to understudies. This strategy is
imperative in educating English to understudies, they learn new words
and discover the reply to conundrums by considering;
Utilizing the "Quick answers" strategy, it is conceivable to extend the
adequacy of the lesson;
"Pantomime" - this strategy can be used in a lesson where very difficult
subjects have to be beclarified or when composed works out are
performed and understudies are tired;
"Acting characters" - this strategy can be utilized in all sorts of English
lessons. In arrange to instruct the profession, people in callings such as
"Translator", "Interpreter", "Author", "Writer" can
take an interest within the course and conversation with the understudies.
In this way, students' intrigued within the calling
is additionally accomplished;
The "When pictures talk" strategy is very helpful and makes a difference
to create students' verbal
discourse in instructing English. And for this, it is essential to utilize
pictures related to the subject;
"Creative problem solving" — to utilize this strategy, the starting of the
story is examined and the conclusion is alluded to the judgment of the
understudies;
By utilizing the "A chain story" strategy in English classes, a step is taken
towards victory in moving forward students' verbal discourse and
fortifying their recollections.
On the off chance that we take into consideration that the reason of
pedagogical advances is to make the lesson
more significant, the above-mentioned strategies too serve to extend the
meaningfulness of the lesson forms organized on the premise of the
English dialect. In expansion, it is of awesome significance in enhancing
students' information of the English dialect, in guaranteeing that they hold
the obtained information in memory, in creating their verbal aptitudes,
and in creating their listening abilities. In brief, as a result of utilizing
inventive academic methods in English lessons, students' coherent
considering aptitudes create, their discourse gets to be familiar, and the
capacity to rapidly and accurately
reply is shaped. Such strategies and recreations instill a enthusiasm for
information in understudies. The understudy tries to plan altogether for
the lessons. In a word, numerous of them turn understudies into subjects
of the educational handle.

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educational processes
the importance of using technology. "Quality education is the source of
development"
collection of the Republican scientific and practical conference on the
topic / / Tashkent, April 20, 2023.
Pages 282-286.
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of foreign language grammatical skills in students: educational manual /
N.I. Arzamastseva, O.A., Ignatova. – Yoshkar-Ola: Moscow State
Pedagogical Institute named after. N.K. Krupskaya, 2007. – 28 p.;
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activities / L.N. Artamonova // English. – 2008. - No. 4. – P.36;
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levels of education / L.N. Bocharova // Foreign languages at school. –
1996. - No. 3. – P.50-55;
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