Abstract

The article aims to solve the problem of inducing interactivity in the text of a printed educational phraseological dictionary. The relevance of the problem is justified by the user request of today’s school students and confirmed by psychologists’ conclusions about the features of children’s memory and perception in the postindustrial infor-mation society. The features of innovative interactive dictionaries prepared by the Pskov Laboratory of Educational Lexicography are shown against the background of the achievements of Russian and foreign educational phraseography. The authors pre-sent to students the linguistic properties of idioms and their cultural background identi-fied by the methods of historical-etymological, functional-semantic and linguocultural analysis in a series of interactive phraseological dictionaries, including: an entertaining etymological dictionary, a dictionary-workshop, a plot phraseological dictionary, and a game dictionary-quest. This variety of phraseographic genres is explained by the need to form a genre perception of the text and the role of phraseology in this text, which is also facilitated by the implementation of the principle of interactivity in the construc-tion of dictionary entries. The text interactivity in educational phraseological dictionaries of all these genres is achieved through techniques of dialogization of a lexicographic text, its hypertext structuring and game manipulation. Methods of dialogization of a phraseographic text (lexical-syntactic and compositional) ensure the inclusion of the child-recipient in the study of the origin of phraseology together with the characters of plot dictionary entries and their authors, motivate the student to perform cognitive creative tasks and give real feedback with the authors of the dictionary in the format of e-mail communication. Hypertextuality as an integral property of an interactive dictionary, which also stimulates the reader’s cognitive activity, is implemented in the paper format of the dictionary by referring to various external sources of infor-mation, cross-references in dictionary entries, and the use of surprise navigators. Game technologies of a lexicographic text construction are used at all levels of phra-seological units’ representation – from including phraseological game transforma-tions in the characters’ dialogues, which is typical of modern speech, to structuring the entire information and cognitive field of the dictionary as a search and etymolo-gical game-quest. Thus, the feasibility of developing innovative educational dictiona-ries in accordance with the concept of their interactivity is proved: this will ensure the availability of the material and, at the same time, the completeness and academic reliability of the representation of phraseological units as units of language and facts of Russian culture.

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