The problem and the aim of the study. The integration of digital technologies into modern curricula in a foreign language supports the solution of tasks of higher professional education in terms of training a demanded and competitive specialist. The purpose of the work is to study the features of using methods and means of the augmented reality technology in the process of forming students' professional foreign language competence. Research methods. To obtain theoretical generalizations the analysis of scientific works on problems and prospects of using the augmented reality (AR) technology in the process of teaching a foreign language and on formation of the professional foreign language competence was used. AR tools (Google Lens, augmented reality browsers, WallaMe service) were mastered as part of the course “Virtual and Augmented Reality Technologies” Stepik platform (https://stepik.org/course/62107/syllabus). The study involved 40 first-year students of Vyatka State University of the training program “Teacher education”. In the experiment, the Pearson χ2 (chi-square) criterion was applied. Results. In the experimental group, when studying scientific terms, vocabulary and grammar of the foreign language, for communication and cultural exchange, the methods and means of the AR technology were used. Assessment of formation of the professional foreign language competence was carried out and statistically significant differences in the qualitative changes that occurred in the pedagogical system were revealed, χ2obs. 2 > χ2crit0.05 (7,14 > 5,99). In conclusion factors that make it possible to effectively use the augmented reality technology in foreign language classes (time regulation; alternation of activities, traditional methods and means with innovative ones; inclusion of physical activity breaks and elements of neuro-gymnastics; instruction on safe networking) are summarized.
The problem and the aim of the study. Foreign language proficiency is an integral part of the professional competence of an employee of the tourism industry. Various innovative means are used to improve the quality of foreign language training of a future tourism specialist in higher education institutions. However, their use in practice requires taking into account the specifics of tourism activities and directions of development tourism in the world. The purpose of the study is to study the features of formation of foreign language competences of future specialists in the tourism industry based on mobile technologies. Research methods. The analysis of the potential of mobile technologies, the problems of their implementation in the foreign language training of specialists who specialize in organization of tourist services is applied. When developing a system of tasks, the provisions of the professional standard of a specialist in the tourism industry, the strategy for the development of tourism in Russia are taken into account. Mobile applications are developed on the iBuildApp platform. Empirical methods (testing, analysis of the results of working with mobile applications) are used. The study involved 60 students of the Vyatka State University (Russian Federation). Training program specialization: Technology and organization of tour operator and travel agency services (level – bachelor's degree). Φ-Fisher's criterion is used to process the results of the experiment. Results. The students of the experimental group are involved in the design of multilingual mobile applications as part of the systematic work when studying the disciplines "Modern information technologies", "Digital technologies in tourism", "Foreign language". Students plan a route for a tour, work in groups on a project, use mobile solutions in educational, industrial, design-technological practice. Statistically significant differences between the experimental and control groups in terms of the level of foreign language competence were revealed (φcrit=1.64<φemp=2.912). In conclusion findings about the positive (opportunities for collaboration and project activities, cost optimization, innovative experience) and negative (dependence on foreign software solutions, high cost, technical failures of equipment and the Internet in remote areas, etc.) aspects of the impact of m-learning on the quality of foreign language training of tourism specialists are described
The problem and the aim of the study. The transformation of the educational space has identified as priorities for online teaching: improving the quality of the materials provided, supporting cognitive activity and students’ independence, preparing teachers for the active use of web technologies. To implement these requirements, the authors propose the use of cyber quests, which in a game form allow providing additional resources for formation of the foreign language communicative competence. Research methods. To obtain theoretical generalizations, the analysis of scientific works on the problem of gamification of learning, formation of cognitive activity and foreign-language communicative competence was used. The cyber quest was implemented in the Quandary software environment. The study involved 90 first-year students of the Russian State Agrarian University – Moscow Timiryazev Agricultural Academy. The Pearson χ2 (chi-square) criterion was used in the experiment. Results. The essence of the concept «cyber quest», its functions and capabilities are investigated. The stages of developing cyber quests based on virtual worlds for learning a foreign language in the online format are defined. The mechanics of cyber quests in the Quandary program environment are described in detail (implementation options “Assembling the parts of the whole”; “Experience rating”; “Maintenance of an interactive object”; “Successive activation”). The cyber quest is focused on solving future professional problems in the direction of preparing “Agricultural Engineering” and includes two organization strategies: “Control” and “Training”. The main difficulties of software implementation (for example, the ambiguity of using open-type assignments) and methodological support (the need to maintain balance between the game and learning) are highlighted. The dynamics was assessed according to the levels of formation of the cognitive activity and statistically significant differences were revealed on the qualitative changes that occurred in the pedagogical system χ2obs. 2 > χ2crit.0.05 (6,70 > 5,99). In conclusion factors that ensure the effective use of the cyber quest to support the cognitive activity of students when learning a foreign language in the online format are summarized: non-linear motion paths; resolution of problematic situations of the practice-oriented nature; combination of entertaining and cognitive components, etc.
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