DOI

  • Maria V. Arkhipova
  • Elena V. Zhulina
  • Oksana R. Zhernovaya
  • Natalia I. Dunaeva
  • Olga A. Orlova
  • Galina Y. Tolonkina
The assimilation of modern technologies for educational purposes is one of the urgent applied tasks of modern culture, which can serve as an irreplaceable assistant to the teacher, in particular, to make up for the lack of a linguistic environment within the framework of a traditional foreign language lesson. Gamification in education is focused on increasing the factor of student involvement in the educational process by integrating additional entertainment elements into the curriculum. The article examines a computer game and augmented reality technology as examples of gamification of the educational process and experimentally demonstrates their positive effect on the development of motivation for learning English as a foreign language. The immersion in the digital environment is amazing and leads to increased levels of learning motivation, which in turn is reflected in higher academic performance. Students realize the importance of the learning process and result, see the practical value in learning a foreign language, feel confident in their abilities to learn and apply new knowledge, are confident in the relevance of the results obtained and the applicability of knowledge in practice.
Язык оригиналаанглийский
Номер статьи040080
ЖурналAIP Conference Proceedings
Том2647
Номер выпуска1
DOI
СостояниеОпубликовано - 2022
СобытиеIII International Conference Advances in Science, Engineering and Digital Education (ASEDU-III 2022) - Красноярск, Российская Федерация
Продолжительность: 15 дек 202215 дек 2022

ID: 103874521