游戏化与增强现实元素在中学二元课程中的运用

V. Buzko, A. Bonk, V. V. Tron
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引用次数: 20

摘要

本研究的目的是考虑游戏化和增强现实元素在中学物理和英语二元课程中的可能性。本研究的目的是给出通过游戏和增强现实元素进行二元课程的例子。本研究的对象是某中学物理和英语教学的过程。该研究的主题是在中学进行二元课程时使用游戏化和增强现实元素。本文考虑了在中学二元课程中引入增强现实和游戏化元素的可能性。给出了使用游戏化和增强现实元素的中学学生二元课程的例子。分析了二元课中各类教育活动的引入。研究结果表明,在中学学习过程中引入游戏化和增强现实元素有助于学生物理和英语认知兴趣的形成和发展;它将促进科学技术知识在现实生活中的应用。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Implementation of Gamification and Elements of Augmented Reality During the Binary Lessons in a Secondary School
The purpose of the research is to consider the possibilities of gamification and elements of augmented reality in the secondary school during the binary lessons in Physics and English. The objective of the research is to give examples of conducting binary lessons by means of gaming and elements of augmented reality. The object of the research is the process of teaching Physics and English in a secondary school. The subject of the research is the use of gamification and the elements of augmented reality when conducting binary lessons in a secondary school. The article considers the possibility of introducing the elements of augmented reality and gamification in a secondary school during the binary lessons. Examples of binary lessons for the secondary school students using gamification and augmented reality elements are given. The introduction of various types of educational activities during the binary lessons is analyzed. The results of the research indicate that gamification and the introduction of the elements of augmented reality in the process of studying in a secondary school contribute to the formation and development of cognitive interest of students in Physics and English; it will promote the application of scientific and technical knowledge in real life.
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