Abstract

The article analyzes the students-philologists’ motivations to use the gamification with elements of augmented reality (AR) in education. The domestic and foreign experience of implementation of gamification with elements of AR into current educational practices is generalized. The aspects of implementation of gamification with elements of AR into the educational process of Mykhailo Stelmakh Faculty of Philology and Journalism are highlighted. In particular, the features of creating the board game “Fantaziarium (Imaginarium)” with elements of AR during the study of “Methodic of teaching literature” and “Methodic of teaching the Ukrainian language” are described. The methodological tools to diagnose the level of future teachers’ motivational readiness for the use of gamification with elements of AR are selected, and their indicators are defined. 47 students of the 4th year study of the specialty 014 “Secondary Education” (Ukrainian language and literature) of Vinnytsia Mykhailo Kotsiubynskyi State Pedagogical University took part in the survey. The results of the survey convince of the relevance and effectiveness of organization in studying with the usage of the methods of creative practice-oriented project activities. A certain sequence of steps to increase the motivational readiness of students-philologists in the use of gamification with elements of AR is provided.

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