Implementation of Gamification and Elements of Augmented Reality During the Binary Lessons in a Secondary School

Buzko V, L., Bonk A.V. and Tron V.V. 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 bin...

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Main Authors: Вікторія Бузько (Author), Алла Бонк (Author), Віталій Тронь (Author)
Format: Book
Published: Academy of Cognitive and Natural Sciences, 2018-12-01T00:00:00Z.
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100 1 0 |a Вікторія Бузько  |e author 
700 1 0 |a Алла Бонк  |e author 
700 1 0 |a Віталій Тронь  |e author 
245 0 0 |a Implementation of Gamification and Elements of Augmented Reality During the Binary Lessons in a Secondary School 
260 |b Academy of Cognitive and Natural Sciences,   |c 2018-12-01T00:00:00Z. 
500 |a 10.31812/pedag.v51i0.3657 
500 |a 2708-4604 
500 |a 2708-4612 
520 |a Buzko V, L., Bonk A.V. and Tron V.V. 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. 
546 |a DE 
546 |a EN 
546 |a UK 
690 |a binary lessons 
690 |a gamification 
690 |a augmented reality 
690 |a studying in a secondary school 
690 |a Physics 
690 |a cognitive interest 
690 |a Education 
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786 0 |n Освітній вимір, Vol 51 (2018) 
787 0 |n https://journal.kdpu.edu.ua/ped/article/view/3657 
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787 0 |n https://doaj.org/toc/2708-4612 
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