The existing teaching strategies can no longer meet the goals of elementary school English classroom teaching. In the wave of new curriculum reform, student-centered “game-based teaching” has strongly influenced the traditional teaching model. Therefore, it is the colorful and modern multimedia games that are popular among children. In terms of age structure, the younger the Internet users are, the greater the proportion is. Growing up under the shroud of the Internet, children no longer feel new to traditional games. They are the most easily seduced individuals in the face of anything new and emerging. They no longer stick to the small family around them but look at the whole world with curiosity. The Internet has deeply influenced children since they started to receive an education. With the rapid development of information technology in recent years, the Internet infrastructure has been increasingly improved and the scale of Internet users has grown at a high speed. In the context of the information age, there are numerous attempts and researches on the application of various emerging technologies in the field of education, which bring changes and challenges to education teaching and at the same time present a trend of integration and development with the teaching of various subjects. It is undeniable that we all like to be entertained and to play games, and so do students, and this has drawn the attention of experts in the relevant fields who have tried to introduce the mechanisms, concepts, and elements of games into classroom teaching, and educational games are the product of this research process. 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.” ![]() 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. 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 Unit圓D and 3ds Max software. By analyzing the characteristics of experiential learning and AR, the model of AR-based English experiential learning activities for elementary school is established. 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. ![]() 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.
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