Nowadays requirements to university graduates' results of studies are increasing. The demand for certified specialists in various areas, able to act independently and solve their professional problems quickly and competently grows very quickly.
Modern educational institutions define the priority tasks in the course of training of the graduate, priority of acquisition of necessary knowledge, skills and qualities; strengthen the ability to apply the gained knowledge in new situations in the conditions of independent life, to think, analyze and express the point of view in non-standard situations. For the solution of tasks, effective forms of the organization of educational process, application of new pedagogical technologies, inclusion of active methods of training are required because traditional forms of education give a passive part of a learner and don't allow achieving goals.
Modern method of foreign language teaching focuses on the formation and development of personality a student, able to achieve the necessary level of foreign language communicative competence, and also to participate in cross-cultural communication in the target language and their own perfecting in the mastery of foreign language speech activity. The main type of speech activity is speaking. In the process of teaching speaking the simulation of verbal communication is used. In this regard for the development of communicative skills of students applying the game-based learning in the classroom is relevant. In the last decades the main technologies in training of the Foreign Language (FL) in higher education institution were defined by the authors. In this case it is necessary to consider concepts of pedagogical technology and game technology. According to the Russian educator V. M. Monakhova the pedagogical technology is productive model of joint pedagogical activities for design, organization and carrying out educational process which is supposed as comfortable conditions for students and a teacher. In this connection set technological standards of permissible deviations from teaching and learning process where the achievements of targeted results are guaranteed necessarily. Game-Based Learning (GBL) is an expansive category, which spans the range from simple single-player or small-group card and board games all the way up to complex massively multiplayer online games and alternate reality games. Thus, the term of game-based learning includes a vast group of methods and techniques of organization of the pedagogical process in the form of various educational games.
Pedagogical game is a form of interaction of a teacher and students during educational process, allowing includes learners in the situations promoting development of their communicative skills. The main psychological problem of the learning is the interest in self-improvement. If it is missed, learning process is formal, and is accompanied...