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...
| Publicado en: | Occupational Therapy International pp. 1 - 13 |
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| Autores principales: | , , , , |
| Formato: | equations & formulas research tables/charts Journal Article |
| Publicado: |
Wiley-Blackwell
6/30/2022
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| Acceso en línea: | Ver este registro en EBSCOhost |
| fields | @attributes: recordID: 1 pdfLink: plink: https://search.ebscohost.com/login.aspx?direct=true&db=ccm&AN=157741797&site=ehost-live header: @attributes: shortDbName: ccm uiTerm: 157741797 longDbName: CINAHL Complete uiTag: AN controlInfo: bkinfo: dissinfo: jinfo: jid: 09667903 GPF jtl: Occupational Therapy International issn: 09667903 maglogo: Y pubinfo: dt: 6/30/2022 pid: 480 pub: Wiley-Blackwell place: Malden, Massachusetts artinfo: ui: 157741797 157741797 157741797 10.1155/2022/3966740 157741797 ppf: 1 ppct: 12 formats: fmt: – @attributes: type: T – @attributes: type: P tig: 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 refInfo: holdings: @attributes: islocal: N |
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