Abstract

AR and VR tools have become firmly established in the practice of teaching in foreign educational organizations. As one of the trends of the educational environment, gamification and the use of game mechanics are highlighted, which contribute to more effective involvement of students in the learning process. The form of the game retains its appeal, the ability to satisfy the needs for self-realization, competition and success. The purpose of the study is to determine the subject areas of application of AR and VR tools in modern Russian higher education based on world experience and practice. The analysis of international experience in the use of gamification and virtual and augmented reality programs, as well as an assessment of the problems of implementing these tools in Russian education is carried out. Conclusions. World experience shows that virtual and augmented reality technologies show significant effectiveness in the gamification of education. The introduction of technologies contributes to more effective student-teacher and student-student interaction, increasing students' motivation and mastering additional material. However, the main obstacles to adapting this experience are the low level of innovation activity and the willingness of teachers to use innovative approaches and techniques. The main conclusion: Modern technologies in education are currently not limited only to the availability of equipment (computers, projectors, etc.) and the Internet. Today's world experience shows that virtual and augmented reality technologies show significant effectiveness in the gamification of education. The introduction of technologies contributes to more effective student-teacher and student-student interaction, increasing students' motivation and mastering additional material. However, the main obstacles to adapting this experience are the low level of innovation activity and the willingness of teachers to use innovative approaches and techniques.

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