Keyword: «урок иностранного языка»
The article examines the influence of the development of modern technologies on the educational sphere. The role of using artificial intelligence for educational purposes is discussed. The ways of using it in the English classroom while studying authentic video materials are presented. The services based on artificial intelligence and the prospects of their use in creating interactive educational video are introduced. The role of interactive tasks in forming students’ motivation is highlighted.
This article reveals the concept of linguistic didactic potential and the method of projects. The authors have revealed that this method is very effective when used in foreign language lessons, which indicates a significant linguistic and didactic potential of project activities in modern foreign language education.
ART 251003
The article suggests turning to the pedagogical ideas of Froebel and the Theory of Inventive Problem Solving (TRIZ) by G. Altshuller with the aim of adapting them to new learning models, including foreign language lessons. Neither of these technologies has yet been adapted to the subject of "Foreign Language" in primary school, which underlies the relevance and novelty of our research. The purpose of the article is to demonstrate a system of work in English language classes for primary school pupils based on the conceptual provisions of "Froebel's Gifts" and TRIZ-based learning, which are based on the development of creative thinking. Pedagogical renovation will allow us to rethink the unique past experience and adapt it to new educational principles. The value of these two technologies lies in the fact that they provide an opportunity to reveal the child's creative potential. They are united by innovation and a student-centered model of education. This is expressed in the system of conducting classes, methods and techniques, the main goal of which is the principle of creative teaching. The theoretical significance of the article lies in the adaptation of the classical pedagogical concepts of Friedrich Froebel and the Theory of Inventive Problem Solving (TRIZ) of Genrikh Altshuller to modern educational realities. The article presents a synthesis of these concepts, which combine approaches to the development of creative thinking in primary school pupils in the process of learning foreign languages. An important contribution is the justification of the relevance of old theories in the era of information technologies, which proves the viability of Froebel's pedagogical ideas and their potential to stimulate the creative thinking of students, which has theoretical value for subsequent research in the field of pedagogy and the psychology of creativity. In addition, it is theoretically significant that TRIZ, traditionally used in technical sciences, is considered in this work as a tool for developing divergent thinking in the field of linguistic education. The practical significance of the article is manifested in the proposed methodology for using "Froebel's Gifts" and elements of TRIZ in foreign language lessons in primary school. The article provides examples of specific exercises that help develop not only lexical and grammatical skills in children, but also their creative abilities. The practical results of the study show that the use of interdisciplinary integration and game-based methods increases the interest of primary school pupils in learning and contributes to a better understanding of the educational material, as well as the development of skills in solving creative problems, which can be useful for teachers in developing effective educational programs.
The article considers the use of gaming technologies as an effective method of teaching a foreign language. The author emphasizes the importance of finding interesting and fascinating approaches to learning that will help relieve psychological stress, create a comfortable atmosphere in the classroom, and increase motivation to learning a foreign language. The article describes various types of game technologies, their advantages, functions, methods of monitoring and control, as well as provides examples of games that can be used in lessons.

Kseniya Zorina