The effectiveness of using AR and VR technologies in the study of the discipline «digital literacy»
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Keywords:
augmented reality, virtual reality, AR, VR, Oculus Rift, digital literacyAbstract
Today, digital technologies are developing rapidly, and, accordingly, in order for the new
generation to receive and process information efficiently, we must offer innovative technologies and
programs in an innovative way. In addition, the subject of «Digital literacy» in primary grades has been
introduced in secondary schools of the Republic of Kazakhstan since 2021. In accordance with this change,
the article considered the use of augmented and virtual reality technologies for the visual transmission of
3D objects and various animations in real time in order to increase the knowledge, skills, and abilities of
students in the modern discipline of digital literacy.
The article defines the effectiveness of AR (Augmented reality) and VR (Virtual reality) technologies
in the educational process in the discipline «Digital Literacy» in elementary grades, and demonstrates the
practical implementation of augmented reality through the Vuforia Engine, Unity 3D environments. for
integrated software environments iOS, Android, Xcode, there is a way to create a project. There, when the
camera is brought to the mark, the user can see a pre-prepared augmented video on the smartphone screen.
The effectiveness of the workbook «digital literacy» in the educational process has been studied. It
is established that the workbook «Digital Literacy», focused on the use of AR and VR technologies, can be
used in the educational process of any school in the country
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Copyright (c) 2023 Bulletin of L.N. Gumilyov Eurasian National University. Pedagogy. Psychology. Sociology series.
This work is licensed under a Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International License.