GRAMMATICAL COMPETENCES IN THE PROCESS OF STUDYING OF LANGUAGE TEACHING APPLICATIONS IN UZBEKISTAN
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This article is devoted to the issue of using mobile applications as one of the means of
introducing gaming activities into the process of teaching a foreign language. The paper considers the
concept of "gamification" and presents various approaches to the classification of educational games.
Specific mobile services that contribute to the development of students' communicative competence are also
proposed and analyzed. Based on the results of the analysis, it was possible to establish what technologies
can be used to form the language, speech and sociocultural components of communicative competence.
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