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Gamification in teaching EFL through computer games and augmented reality. / Arkhipova, Maria V. ; Zhulina, Elena V. ; Zhernovaya, Oksana R. ; Dunaeva, Natalia I. ; Orlova, Olga A. ; Tolonkina, Galina Y. .

в: AIP Conference Proceedings, Том 2647, № 1, 040080, 2022.

Результаты исследований: Научные публикации в периодических изданияхстатья в журнале по материалам конференцииРецензирование

Harvard

Arkhipova, MV, Zhulina, EV, Zhernovaya, OR, Dunaeva, NI, Orlova, OA & Tolonkina, GY 2022, 'Gamification in teaching EFL through computer games and augmented reality', AIP Conference Proceedings, Том. 2647, № 1, 040080. https://doi.org/10.1063/5.0104233

APA

Arkhipova, M. V., Zhulina, E. V., Zhernovaya, O. R., Dunaeva, N. I., Orlova, O. A., & Tolonkina, G. Y. (2022). Gamification in teaching EFL through computer games and augmented reality. AIP Conference Proceedings, 2647(1), [040080]. https://doi.org/10.1063/5.0104233

Vancouver

Arkhipova MV, Zhulina EV, Zhernovaya OR, Dunaeva NI, Orlova OA, Tolonkina GY. Gamification in teaching EFL through computer games and augmented reality. AIP Conference Proceedings. 2022;2647(1). 040080. https://doi.org/10.1063/5.0104233

Author

Arkhipova, Maria V. ; Zhulina, Elena V. ; Zhernovaya, Oksana R. ; Dunaeva, Natalia I. ; Orlova, Olga A. ; Tolonkina, Galina Y. . / Gamification in teaching EFL through computer games and augmented reality. в: AIP Conference Proceedings. 2022 ; Том 2647, № 1.

BibTeX

@article{5a0092fefc6a49b79b74f17e72f8f468,
title = "Gamification in teaching EFL through computer games and augmented reality",
abstract = "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.",
author = "Arkhipova, {Maria V.} and Zhulina, {Elena V.} and Zhernovaya, {Oksana R.} and Dunaeva, {Natalia I.} and Orlova, {Olga A.} and Tolonkina, {Galina Y.}",
year = "2022",
doi = "10.1063/5.0104233",
language = "English",
volume = "2647",
journal = "AIP Conference Proceedings",
issn = "0094-243X",
publisher = "American Institute of Physics",
number = "1",
note = "III International Conference Advances in Science, Engineering and Digital Education (ASEDU-III 2022) ; Conference date: 15-12-2022 Through 15-12-2022",

}

RIS

TY - JOUR

T1 - Gamification in teaching EFL through computer games and augmented reality

AU - Arkhipova, Maria V.

AU - Zhulina, Elena V.

AU - Zhernovaya, Oksana R.

AU - Dunaeva, Natalia I.

AU - Orlova, Olga A.

AU - Tolonkina, Galina Y.

PY - 2022

Y1 - 2022

N2 - 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.

AB - 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.

U2 - 10.1063/5.0104233

DO - 10.1063/5.0104233

M3 - Conference article

VL - 2647

JO - AIP Conference Proceedings

JF - AIP Conference Proceedings

SN - 0094-243X

IS - 1

M1 - 040080

T2 - III International Conference Advances in Science, Engineering and Digital Education (ASEDU-III 2022)

Y2 - 15 December 2022 through 15 December 2022

ER -

ID: 103874521