AUGMENTED REALITY IN THE DEVELOPMENT OF TECHNOLOGICAL COMPETENCE OF PRIMARY SCHOOLCHILDREN

Natalia A. Biryukova1*, Tatiana N. Petrova2, Andrey A. Potapov3,  
Tatiana V. Kornienko4, Elena V. Maltseva5

1Assoc. Prof., Faculty of General and Vocational Education, Mari State University, RUSSIA,
biryukova316@gmail.com
2Prof, Faculty of General and Vocational Education, Mari State University, RUSSIA,
tanjana1@yandex.ru
3Gymnasium #24 named after I.A. Krylov, St. Petersburg, Russia
andreas1980@bk.ru
4Gymnasium #24 named after I.A. Krylov, St. Petersburg, Russia
t_v_kornienko@mail.ru
5Assoc. Prof., Faculty of General and Vocational Education, Mari State University, RUSSIA
elena686809@mail.ru
*Corresponding Author

Abstract

Technological competence of a primary schoolchildren is an integrative set of personal qualities of a child who is able to use game technologies, including those based on augmented reality, for successful studies, effective interaction with the world and in solving real life situations. The aim of the study is to substantiate and experimentally test the most effective conditions for the development of primary schoolchildren’ technological competence through play activities. The hypothesis of the study: the development of primary school students’ technological competence will be effective if the following conditions are implemented: maps of technological competence of each subject are developed; programs of gaming activities based on augmented reality are developed; the description of mechanisms of transformation of school spaces in the interactive environment is offered; increase of information competence of teachers in the field of use of technology of the augmented reality is organized. The study used the following methods: the study of legal documents, psychological, pedagogical and methodological literature on the problem; survey; conversation; interview; questionnaire (including using augmented reality); testing; expert evaluation; observation; modeling; pedagogical experiment; generalization of best practices on the problem.

Keywords: technological competence; gaming activities; mobile devices; augmented reality; educational space.


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CITATION: Abstracts & Proceedings of INTCESS 2020- 7th International Conference on Education and Social Sciences, 20-22 January 2020- Dubai, UAE

ISBN: 978-605-82433-8-5