Будь ласка, використовуйте цей ідентифікатор, щоб цитувати або посилатися на цей матеріал: http://elibrary.kdpu.edu.ua/xmlui/handle/123456789/2897
Повний запис метаданих
Поле DCЗначенняМова
dc.contributor.authorМерзликін, Олександр Володимирович-
dc.contributor.authorТополова, Ірина Юріївна-
dc.date.accessioned2018-12-31T14:08:03Z-
dc.date.available2018-12-31T14:08:03Z-
dc.date.issued2018-05-
dc.identifier.citationMerzlykin O. V. Developing of Key Competencies by Means of Augmented Reality in Science and Language Integrated Learning [Electronic resource] / Olexandr Merzlykin, Iryna Topolova // ICT in Education, Research and Industrial Applications. Integration, Harmonization and Knowledge Transfer 2018 : Proceedings of the 13th International Conference on ICT in Education, Research and Industrial Applications. Integration, Harmonization and Knowledge Transfer. Volume I: Main Conference (ICTERI, 2018). Kyiv, Ukraine, May 14-17, 2018 / Edited by : Vadim Ermolayev, Mari Carmen Suárez-Figueroa, Vitaliy Yakovyna, Vyacheslav Kharchenko, Vitaliy Kobets, Hennadiy Kravtsov, Vladimir Peschanenko, Yaroslav Prytula, Mykola Nikitchenko, Aleksander Spivakovsky. – P. 465-468. – (CEUR Workshop Proceedings (CEUR-WS.org), Vol. 2105). – Access mode : http://ceur-ws.org/Vol-2105/10000465.pdfuk
dc.identifier.issn1613-0073-
dc.identifier.urihttp://elibrary.kdpu.edu.ua/xmlui/handle/123456789/2897-
dc.identifier.urihttps://doi.org/10.31812/123456789/2897-
dc.description1. Barnes & Noble College : Getting to Know Gen Z – Exploring Middle and High Schoolers’ Expectations for Higher Education, (2017), https://www.bncollege.com/Gen-Z-ResearchReport-Final.pdf, last accessed 2018/01/29. 2. Cieutat, J.-M. Hugues, O., Ghouaiel, N.: Active Learning based on the use of Augmented Reality Outline of Possible Applications: Serious Games, Scientific Experiments, Confronting Studies with Creation, Training for Carrying out Technical Skills. International Journal of Computer Applications 46(20), 31–36 (2012). 3. Technology Research | Gartner Inc., http://www.gartner.com, last accessed 2018/01/29. 4. The State Standard of the Basic and Complete Secondary Education, The Cabinet of Ministers of Ukraine, http://zakon3.rada.gov.ua/laws/show/1392-2011-%D0%BF (in Ukrainian), last accessed 2018/01/29. 5. Roesner, F., Kohno, T., Molnar, D.: Security and Privacy for Augmented Reality Systems. Communications of The ACM 57(4), 88–96 (2014). 6. Marsh, D.: CLIL/EMILE - the European dimension: actions, trends and foresight potential. Jyvaskyla University, Finland (2002).-
dc.description.abstractUsing of new learning and IC technologies is necessary for effective learning of modern students. That is why it can be reasonable to introduce augmented reality and content-language integrated learning in educational process. Augmented reality helps create firm links between real and virtual objects. Content and language integrated learning provides immersion in an additional language and creates challenging group and personal tasks in language and non-language subjects. Using these technologies in complex provides social and ICT mobility and creates positive conditions for developing 9 of 10 key competencies. The paper deals with the features, problems and benefits of these technologies’ implementation in secondary schools.uk
dc.language.isoenuk
dc.subjectaugmented realityuk
dc.subjectscience learninguk
dc.subjectkey competenciesuk
dc.subjectgeneration Zuk
dc.subjectContent and Language Integrated Learning (CLIL)uk
dc.titleDeveloping of Key Competencies by Means of Augmented Reality in Science and Language Integrated Learninguk
dc.typeArticleuk
Розташовується у зібраннях:Кафедра інформатики та прикладної математики

Файли цього матеріалу:
Файл Опис РозмірФормат 
10000465.pdfArticle357.56 kBAdobe PDFПереглянути/Відкрити


Усі матеріали в архіві електронних ресурсів захищені авторським правом, всі права збережені.