PEDAGOGICAL STRATEGIES WITH IMMERSIVE TECHNOLOGIES FOR TEACHING AND LEARNING THE JAPANESE LANGUAGE br

被引:1
|
作者
Gayevska, Olena [1 ]
Soroko, Nataliia [2 ]
机构
[1] Taras Shevchenko Natl Univ, Dept Far East & Southeast Asia Languages & Literat, Kiev, Ukraine
[2] Natl Acad Educ Sci Ukraine, Inst Digitalisat Educ, Dept Technol Open Learning Environm, Kiev, Ukraine
关键词
immersive technologies; augmented reality; virtual reality; Japanese language learning; pedagogical strategies; intercultural communication;
D O I
10.33407/itlt.v92i6.5133
中图分类号
G40 [教育学];
学科分类号
040101 ; 120403 ;
摘要
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 3rdyear 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
引用
收藏
页码:99 / 110
页数:12
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