沉浸式日语教学技术的教学策略

IF 0.5 Q4 EDUCATION & EDUCATIONAL RESEARCH
O. Gayevska, N. Soroko
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引用次数: 1

摘要

本文以日语为例,探讨了沉浸式技术在外语教学中的应用策略选择。作者定义并证实了使用沉浸式技术的主要教学策略:基于探究的方法、基于项目的学习、混合学习、翻转学习、移动学习、游戏学习、联合学习和独立学习。基辅塔拉斯舍甫琴科国立大学教育和语言学研究所的三年级学生在他们的教育项目中对沉浸式技术的应用方面进行了研究。分析了学生对增强现实和虚拟现实教学策略的态度。已经确定学生很难应用这些技术,因为他们没有足够的经验在语言学习中使用它们。然而,这些工具极大地帮助他们形成和发展研究技能,数字能力,扩大他们在日语学习中使用信息和通信技术的能力。在进一步的研究中,我们计划在日语教学中积极实施增强现实和虚拟现实,使用基本的教学策略,特别是通过基于探究的方法和基于项目的学习,结合其他适用的教学策略-如混合学习,翻转学习,移动学习,游戏学习,协作学习和自主学习。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
PEDAGOGICAL STRATEGIES WITH IMMERSIVE TECHNOLOGIES FOR TEACHING AND LEARNING THE JAPANESE LANGUAGE
The article addresses the choice of pedagogical strategies for application of immersive technologies in foreign language teaching and learning, using the Japanese language as an example. The authors defined and substantiated the main pedagogical strategies using immersive technologies: inquiry-based approach, project-based learning, mixed learning, flipped learning, mobile learning, game learning, joint learning, and independent learning. A study was conducted on the aspects of application of immersive technologies by 3rd year students of the Education and Research Institute of Philology of the Taras Shevchenko National University of Kyiv during their educational projects. The students’ attitude to pedagogical strategies using augmented and virtual reality was analyzed. It has been determined that it is difficult for students to apply these technologies, because they do not have enough experience of using them in language learning. Nevertheless, these tools significantly help them in the formation and development of research skills, digital competence, expand their ability to use information and communication technologies in learning Japanese. In our further research, we plan to actively implement augmented and virtual reality in the teaching of the Japanese language to students using basic pedagogical strategies, especially through the inquiry-based approach and project-based learning, combined with other applicable pedagogical strategies - such as blended learning, flipped learning, mobile learning, game-based learning, collaborative learning and self-directed learning.
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来源期刊
Information Technologies and Learning Tools
Information Technologies and Learning Tools EDUCATION & EDUCATIONAL RESEARCH-
自引率
50.00%
发文量
89
审稿时长
40 weeks
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