Abstract

The positive influence of the game process on students often becomes the subject of scientific papers, which is confirmed by articles by Z. K. Moldakhmedova, A. A. Kadieva, A. A. Shatilova and other researchers. However, the genesis of the game, which allows us to find the origins of the phenomenon in the era of syncretism (A. N. Veselovsky), despite the work of L. S. Vygotsky, is still not fully understood. Meanwhile, understanding the essence of the game allows to introduce it as a component of learning in the process of mastering a foreign language, including – to overcome the border "friend-foe" (Y. M. Lotman) and to be able to feel freedom (J. Huizinga) to obtain and consolidate knowledge. Thus, the purpose of this work is to study the genesis of the game as a phenomenon rooted in the syncretic era (where it existed as part of the ritual), in identifying the possibilities of the game situation for the realization of creative (mimetic) activity of students, to overcome language barriers. In the light of this approach, the game becomes not an element that can relieve the tension of "serious work", but a special optics that allows to perceive cognitive activity differently. The main method of work is the genetic method proposed by O. M. Freudenberg. The theoretical basis of research is the works of Y. M. Lotman, A. N. Veselovsky, M. M. Bakhtin, O. M. Freudenberg, L. S. Vygotsky and other scientists.

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