The Practice and Application of AR Games to Assist Children's English Pronunciation Teaching.

This paper conducts an in-depth study and analysis of the practice and application of teaching English pronunciation to children using AR (augmented reality) game assistance. The article analyzes the design of AR educational games based on the concept of learning behavior input, clarifies and determ...

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Publicado en:Occupational Therapy International pp. 1 - 13
Autores principales: Hu, Liang, Yuan, Yuan, Chen, Qing, Kang, Xiangying, Zhu, Yan
Formato: equations & formulas research tables/charts Journal Article
Publicado: Wiley-Blackwell 6/30/2022
Acceso en línea:Ver este registro en EBSCOhost
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      dt: 6/30/2022
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      pub: Wiley-Blackwell
      place: Malden, Massachusetts
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        10.1155/2022/3966740
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        atl: The Practice and Application of AR Games to Assist Children's English Pronunciation Teaching.
      aug:
        au:
          Hu, Liang
          Yuan, Yuan
          Chen, Qing
          Kang, Xiangying
          Zhu, Yan
        affil: School of Foreign Studies, Hunan First Normal University, Changsha, 410017 Hunan Province, China
      sug:
        subj:
          Teaching Methods
          English Language Education
          Augmented Reality
          Gamification
          Language Development
          Human
          Child Behavior
          Learning Methods In Infancy and Childhood
          Child
          Schools, Elementary
          Data Analysis Software
          Questionnaires
          Student Attitudes Evaluation
          Personal Satisfaction Evaluation
          Smartphone
          Child: 6-12 years
      ab: This paper conducts an in-depth study and analysis of the practice and application of teaching English pronunciation to children using AR (augmented reality) game assistance. The article analyzes the design of AR educational games based on the concept of learning behavior input, clarifies and determines the factors influencing students' learning behavior input in AR gamified teaching environment, and proposes the design principles of AR educational games based on learning behavior input. By analyzing the characteristics of experiential learning and AR, the model of AR-based English experiential learning activities for elementary school is established. Based on certain demand analysis, the AR software that can be used for teaching pronunciation in elementary school English classrooms was designed and developed using Unity3D and 3ds Max software. The experimental method was used to compare and apply the software in the target school, and the students of elementary school X were selected as the experimental subjects. The data were analyzed with the help of SPSS and NVivo software, and the questionnaire was used to measure the "ease of use," "usefulness," and "satisfaction with the software." The questionnaire was used to measure students' acceptance of AR software in three dimensions: "ease of use," "usefulness," and "satisfaction with the software."
      pubtype: Academic Journal
      doctype:
        equations & formulas
        research
        tables/charts
        Journal Article
      ougenre: Article
    language: English
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