Augmented Reality in the Literary Education of Primary School Children: Specifics, Creation, Application
Author: Nazarenko Liudmyla Anatoliіvna, Nezhyva Liudmyla, Palamar Svitlana Pavlovna, Vaskivska Halyna Olexsiivna, Kotenko Olha Volodymyrivna
Keywords: Augmented Reality Technology, 3D Visualisation, Creative Thinking, Emotional Intelligence, Interactive Travel Game
Amelina, S. M., Tarasenko, R. O., Semerikov, S. O., and Kazhan, Y. M. (2022). Teaching foreign language professional communication using augmented reality elements. In Semerikov, S., Osadchyi, V., and Kuzminska, O., editors, Proceedings of the Symposium on Advances in Educational Technology, AET 2020, Kyiv. University of Educational Management, SciTePress. Babkin, V. V., Sharavara, V. V., Sharavara, V. V., Bilous, V. V., Voznyak, A. V., and Kharchenko, S. Y. (2021). Using augmented real
The authors worked on expanding the methodological basis for the use of augmented reality on the examples of alphabets in accordance with the objectives of the school program of the 1st-grade of the New Ukrainian School, namely the content lines: “Interact orally”, “Exploring the media”, “Exploring linguistic phenomena”. The methodological aspect of the application of augmented reality on the basis of interactive art books has also been expanded. In particular, within the line “Theatricalize” it is proposed to involve students in stage art, in the conditions of which they gained experience of performance, tried to improvise. Observation of artistic expression through augmented reality, work with interactive coloring pages and stickers, expression of appropriate emotions through acting ensures the development of the child’s emotional intelligence, creative thinking, initiative, self-awareness, self-control, ability to overcome barriers associated with uncertainty and risks, effectively cooperate with and understand one another. The result of the research characterizes different directions of application of augmented reality in the literary field of primary education: visualization, observation and research of artistic image, demonstration of its expression; visualization, observation and research of the artistic world of a literary work; organization of the reader’s interaction with the literary hero; organization of game activities in the lesson of literary reading (study of the work with the help of a game developed by means of augmented reality); organization of theatrical performances with the help of interactive bracelets and stickers with AR applications. This study is devoted to the creation of an augmented reality appendix to the topic “Ukrainian folk tales”. Due to the fact that the leading activity in primary school is gaming, the AR application based on a fairy tale as a game-trip was created. The development of the application provides for the implementation of further tasks: analysis of the work, interpretation of the work, activation of the emotional impact of works on the reader. The augmented reality for the accompaniment of the creative reading of the fairy tale was created with the help of Unity programs and the Vuforia plugin. The basis of the game-trip is a fairy-tale map with stations and special interactive tags. A specially designed program attaches a virtual AR object to the label and activates the image of the hero, the episode of the fairy tale, the text of the question on the screen.