RU

Keyword: «foreign language education»

The article examines the process of transforming skills in interacting with generative neural networks into an independent professional competence within the field of linguodidactics. The study is motivated by the strategic objectives of the national "Data Economy" program, which envisages large-scale integration of artificial intelligence technologies into pedagogical practice. The author traces the methodological development of query construction approaches – from basic instructions to complex reasoning architectures – and systematizes the structure of prompt engineering skills, highlighting linguistic, cognitive, technological, and strategic aspects. The results of an empirical experiment involving linguistics students (a sample of 48 participants), covering diagnostic and formative training stages, are presented. It is confirmed that targeted training significantly improves the quality of educational materials generated by algorithms, demonstrating a 63% efficiency increase based on final assessment results. The feasibility of institutionalizing prompt engineering as a separate academic discipline in the foreign language education training system is substantiated.
The article discusses the concepts of functional literacy, reading literacy, and functional reading, and analyzes textbooks «Rainbow English » for grades 1- 4 for tasks that contribute to the formation and development of reading literacy at the stage of primary foreign language education. The purpose of the study is to evaluate the impact of modern English textbooks for elementary schools on the development of reading literacy and to identify prospects for improving the tasks presented in the textbook.
The article is devoted to the use of game-based techniques in teaching English reading skills in primary school. It examines the importance of developing basic reading skills (fluency, accuracy, and comprehension) as a foundation for successful foreign language acquisition. The necessity of implementing game-based technologies is substantiated with regard to the age and psychological characteristics of younger learners, who are characterized by visual-figurative thinking and a high need for emotionally engaging activities. Various types of game-based exercises used at different stages of learning, such as mastering sounds, letters, letter combinations, and automating reading skills are described, along with their role in increasing motivation and activating cognitive processes. Special attention is paid to the integration of game-based methods with modern approaches to teaching reading, including the phonics method. The article concludes that game-based technologies contribute to the effective development of reading skills, the improvement of language abilities, and the creation of a supportive learning environment.