The author developed his own typology of games, among which he singled out and characterized a new type of kinetic game, tasks for mixed communication (ZSO), thereby bringing gaming technologies closer to recognition.
The purpose of the study is to consider the problem of using didactic games for teaching foreign languages. The article deals with the issue of using didactic games for teaching English, analyzes the conditions under which the use of gaming technologies is the most effective, and gives recommendations for organizing gaming interaction in the classroom. The scientific novelty of the study lies in the fact that in the process of studying the problem of using didactic games in teaching, the author developed his own typology of games, among which he singled out and characterized a new type of kinetic game, tasks for mixed communication (ZSO), thereby bringing gaming technologies closer to recognition. in the academic environment as an effective learning tool. As a result of the study, the requirements for the selection and application of gaming technologies that provide the greatest didactic effect were identified.