Online Platforms as a Resource for Teaching Professional Terminology


Mirzoyeva L.

International Conference Integration of Engineering Education and the Humanities: Global Intercultural Perspectives, IEEHGIP 2022, St. Petersburg, Russia, 20 - 22 April 2022, vol.499 LNNS, pp.147-154 identifier

  • Publication Type: Conference Paper / Full Text
  • Volume: 499 LNNS
  • Doi Number: 10.1007/978-3-031-11435-9_16
  • City: St. Petersburg
  • Country: Russia
  • Page Numbers: pp.147-154
  • Keywords: Gamification, Motivation, Online platforms, Teaching English for professional purposes
  • Süleyman Demirel University Affiliated: No

Abstract

© 2022, The Author(s), under exclusive license to Springer Nature Switzerland AG.The article discusses principles of using online platforms in terminology learning while teaching English for professional purposes, e.g. English for power engineering specialties. The main goal of the work is to consider opportunities provided by the Internet platform Proprofs.com considered as a learning tool allowing teachers to replace the routine process of mechanical memorization of professional terms by creative work with the game elements. The application of inductive method (eliciting students’ answers, selection and analysis of the teaching material starting from the elementary and continuing with more complicated one) makes it possible to show the variety of techniques used in online platforms, and significant motivating potential of the learning resource. The research experiment included both ascertaining and formative assessment. The respondents in experimental and control groups were from IT department. Our experiment presupposed application of Proprofs.com in experimental group for the purposes of learning specific terms related to IT sphere, whereas in control group the traditional teacher-centered methods were used. Six vocabulary games designed by the author have been placed on the platform Proprofs.com. To sum up, educational games can be beneficial for both students and teachers. In gamification, rules and rewards can stick to higher school programs; also, vocabulary games (the ready-made ones, and created personally by teachers) can be used during the lesson as well as for homework and for students’ self-study, and the application of those platforms is not a time-consuming process. One of the benefits of online platforms is a variety of brain games that a teacher can create.