eLIBRARY ID: 8377
ISSN: 2074-1588
Dialogic speech is the most prevalent form of communication. Teaching English dialogic skills at the university without modelling special situations is not an easy task. Communication within the class is different from the real one, therefore, it is important to create communicative situations similar to authentic situations. Since information technology is being actively integrated into the learning process, implementing game-based learning together with the use of information and communication technologies enable teachers to create situations close to real ones and thus immerse the learners in the experience. The article addresses a topical issue of integrating computer games in the process of foreign language teaching in the context of digitalization and gamification of education. The question of determining the criteria according to which computer games should be selected is discussed. In particular, the criteria of choosing digital games for teaching English dialogic speech to non-humanities students is described. Among them are a genre of the game, technical and didactic requirements as well as requirements to the content of the game. The given criteria are of practical importance due to the possibility of using them to select computer games for integrating them into the process of foreign language teaching at non-linguistic universities.