title: ÐÐ¼Ð¼ÐµÑÑÐ¸Ð²Ð½ÑÐ¹ Ð¿Ð¾Ð´Ñ Ð¾Ð´ Ð¿ÑÐ¸ Ð¾Ð±ÑÑÐµÐ½Ð¸Ð¸ Ð»ÐµÐºÑÐ¸ÐºÐµ Ð² ÑÑÐ°ÑÑÐ¸Ñ ÐºÐ»Ð°ÑÑÐ°Ñ ÑÑÐµÐ´Ð½ÐµÐ¹ ÑÐºÐ¾Ð»Ñ (Ð½Ð° Ð¿ÑÐ¸Ð¼ÐµÑÐµ Ð¼ÐµÑÐ¾Ð´Ð° Ð³ÐµÐ¹Ð¼Ð¸ÑÐ¸ÐºÐ°ÑÐ¸Ð¸)
title: Ð²ÑÐ¿ÑÑÐºÐ½Ð°Ñ ÐºÐ²Ð°Ð»Ð¸ÑÐ¸ÐºÐ°ÑÐ¸Ð¾Ð½Ð½Ð°Ñ ÑÐ°Ð±Ð¾ÑÐ° Ð±Ð°ÐºÐ°Ð»Ð°Ð²ÑÐ°
titleType: Subtitle
title: Adopting an immersive approach to teach vocabulary in high school, using the gamification method as an illustration
Creators: name: ÐÑÑÐ°ÑÐºÐ¾, ÐÐ¸ÑÐ°Ð¸Ð»
Publisher: name: Ð¡Ð°Ð½ÐºÑ-ÐÐµÑÐµÑÐ±ÑÑÐ³ÑÐºÐ¸Ð¹ Ð¿Ð¾Ð»Ð¸ÑÐµÑÐ½Ð¸ÑÐµÑÐºÐ¸Ð¹ ÑÐ½Ð¸Ð²ÐµÑÑÐ¸ÑÐµÑ ÐÐµÑÑÐ° ÐÐµÐ»Ð¸ÐºÐ¾Ð³Ð¾
Year: 2023
Subjects: Ð¾Ð±ÑÑÐµÐ½Ð¸Ðµ Ð¸Ð½Ð¾ÑÑÑÐ°Ð½Ð½ÑÐ¼ ÑÐ·ÑÐºÐ°Ð¼
Ð¾Ð±ÑÑÐµÐ½Ð¸Ðµ Ð»ÐµÐºÑÐ¸ÐºÐµ ÑÐµÑÐµÐ· ÑÐ¸ÑÑÐ¾Ð²Ð¾Ðµ Ð¿ÑÐ¾ÑÑÑÐ°Ð½ÑÑÐ²Ð¾
Ð³ÐµÐ¹Ð¼Ð¸ÑÐ¸ÐºÐ°ÑÐ¸Ñ
Ð¸Ð¼Ð¼ÐµÑÑÐ¸Ð²Ð½ÑÐ¹ Ð¿Ð¾Ð´Ñ Ð¾Ð´
Ð¸Ð¼Ð¼ÐµÑÑÐ¸Ð²Ð½ÑÐµ ÑÐµÑ Ð½Ð¾Ð»Ð¾Ð³Ð¸Ð¸
Ð¾Ð±ÑÑÐµÐ½Ð¸Ðµ ÑÐµÑÐµÐ· Ð¸Ð³ÑÑ
teaching foreign languages
teaching vocabulary through digital space
gamification
immersive approach
immersive technologies
learning through the game

description: Ð Ð°Ð±Ð¾ÑÐ° Ð¿Ð¾ÑÐ²ÑÑÐµÐ½Ð° ÑÐµÐ¼Ðµ Ð¸Ð¼Ð¼ÐµÑÑÐ¸Ð²Ð½Ð¾Ð³Ð¾ Ð¿Ð¾Ð´ÑÐ¾Ð´Ð° Ð¿ÑÐ¸ Ð¾Ð±ÑÑÐµÐ½Ð¸Ð¸ Ð»ÐµÐºÑÐ¸ÐºÐµ Ð² ÑÑÐ°ÑÑÐ¸Ñ ÐºÐ»Ð°ÑÑÐ°Ñ ÑÑÐµÐ´Ð½ÐµÐ¹ ÑÐºÐ¾Ð»Ñ (Ð½Ð° Ð¿ÑÐ¸Ð¼ÐµÑÐµ Ð¼ÐµÑÐ¾Ð´Ð° Ð³ÐµÐ¹Ð¼Ð¸ÑÐ¸ÐºÐ°ÑÐ¸Ð¸). ÐÐ° Ð¾ÑÐ½Ð¾Ð²Ðµ ÑÐ¾Ð±ÑÐ°Ð½Ð½Ð¾Ð¹ Ð¸Ð½ÑÐ¾ÑÐ¼Ð°ÑÐ¸Ð¸ Ð¿ÑÐ¾Ð°Ð½Ð°Ð»Ð¸Ð·Ð¸ÑÐ¾Ð²Ð°Ð½Ñ Ð¾ÑÐ½Ð¾Ð²Ð½ÑÐµ Ð¿ÑÐµÐ¸Ð¼ÑÑÐµÑÑÐ²Ð° Ð¸ Ð½ÐµÐ´Ð¾ÑÑÐ°ÑÐºÐ¸ Ð¸ÑÐ¿Ð¾Ð»ÑÐ·Ð¾Ð²Ð°Ð½Ð¸Ñ Ð½Ð¾Ð²ÐµÐ¹ÑÐ¸Ñ ÑÐ¸ÑÑÐ¾Ð²ÑÑ Ð¸ ÐºÐ¾Ð¼Ð¿ÑÑÑÐµÑÐ½ÑÑ ÑÐµÑÐ½Ð¾Ð»Ð¾Ð³Ð¸Ð¹ Ð² ÑÑÐµÐ±Ð½Ð¾Ð¹ Ð´ÐµÑÑÐµÐ»ÑÐ½Ð¾ÑÑÐ¸, Ð¸Ñ Ð¾ÑÐ¾Ð±ÐµÐ½Ð½Ð¾ÑÑÐ¸ Ð¸ Ð¿ÑÐ¸Ð½ÑÐ¸Ð¿Ñ ÑÐ°Ð±Ð¾ÑÑ, Ð° ÑÐ°ÐºÐ¶Ðµ ÑÐ¾Ð·Ð´Ð°Ð½Ñ Ð¿Ð¾Ð´Ð±Ð¾ÑÐºÐ¸ Ð³ÐµÐ¹Ð¼Ð¸ÑÐ¸ÑÐ¸ÑÐ¾Ð²Ð°Ð½Ð½ÑÑ Ð¸ Ð¸Ð¼Ð¼ÐµÑÑÐ¸Ð²Ð½ÑÑ Ð¿Ð»Ð°ÑÑÐ¾ÑÐ¼ Ð´Ð»Ñ Ð¾Ð±ÑÑÐµÐ½Ð¸Ñ Ð¸Ð½Ð¾ÑÑÑÐ°Ð½Ð½ÑÐ¼ ÑÐ·ÑÐºÐ°Ð¼ Ñ Ð´ÐµÑÐ°Ð»ÑÐ½ÑÐ¼ Ð¾Ð¿Ð¸ÑÐ°Ð½Ð¸ÐµÐ¼ ÑÑÐ½ÐºÑÐ¸Ð¾Ð½Ð°Ð»Ð°. ÐÑÐ°ÐºÑÐ¸ÑÐµÑÐºÐ°Ñ Ð·Ð½Ð°ÑÐ¸Ð¼Ð¾ÑÑÑ Ð¸ÑÑÐ»ÐµÐ´Ð¾Ð²Ð°Ð½Ð¸Ñ Ð·Ð°ÐºÐ»ÑÑÐ°ÐµÑÑÑ Ð² ÑÐ¾Ð·Ð´Ð°Ð½Ð¸Ð¸ ÑÐ¸ÑÑÐ¾Ð²Ð¾Ð³Ð¾ Ð¿ÑÐ¾Ð´ÑÐºÑÐ° â ÑÑÐµÐ±Ð½Ð¾Ð¹ Ð¸Ð³ÑÑ Ð´Ð»Ñ Ð¾Ð±ÑÑÐµÐ½Ð¸Ñ Ð°Ð½Ð³Ð»Ð¾ÑÐ·ÑÑÐ½Ð¾Ð¹ Ð»ÐµÐºÑÐ¸ÐºÐµ, Ð¾ÑÐ²ÐµÑÐ°ÑÑÐµÐ¹ Ð¾ÑÐ½Ð¾Ð²Ð½ÑÐ¼ Ð¿ÑÐ¸Ð½ÑÐ¸Ð¿Ð°Ð¼ Ð³ÐµÐ¹Ð¼Ð¸ÑÐ¸ÐºÐ°ÑÐ¸Ð¸ Ð¸ ÑÐµÐ¾ÑÐµÑÐ¸ÑÐµÑÐºÐ¸Ð¼ Ð¿Ð¾Ð»Ð¾Ð¶ÐµÐ½Ð¸ÑÐ¼ Ð¸Ð¼Ð¼ÐµÑÑÐ¸Ð²Ð½Ð¾Ð³Ð¾ Ð¿Ð¾Ð´ÑÐ¾Ð´Ð°, ÐºÐ¾ÑÐ¾ÑÐ°Ñ Ð¼Ð¾Ð¶ÐµÑ Ð±ÑÑÑ Ð¿ÑÐµÐ´Ð»Ð¾Ð¶ÐµÐ½Ð° Ðº Ð¸Ð½ÑÐµÐ³ÑÐ°ÑÐ¸Ð¸ Ð² Ð¿ÑÐ¾ÑÐµÑÑ Ð¾Ð±ÑÑÐµÐ½Ð¸Ñ Ð¸Ð½Ð¾ÑÑÑÐ°Ð½Ð½ÑÐ¼ ÑÐ·ÑÐºÐ°Ð¼ ÑÑÐ°ÑÐ¸ÑÑÑ ÑÑÐ°ÑÑÐ¸Ñ ÐºÐ»Ð°ÑÑÐ¾Ð² ÑÑÐµÐ´Ð½ÐµÐ¹ ÑÐºÐ¾Ð»Ñ.
description: The study is focused on the topic of adopting an immersive approach to teach vocabulary in high school, using the gamification method as an illustration. Based on the information gathered, the key benefits and drawbacks of using the most recent computer and digital technologies in educational activities, as well as their features and operating principles, are analyzed. Additionally, collections of gamified and immersive platforms for teaching foreign languages are created, along with a detailed description of their functionality. The researchs practical value comes from the development of a digital product, an educational game for teaching English vocabulary that complies with both the theoretical requirements of an immersive approach and the fundamental tenets of gamification. This game can be made available for integration into the process of teaching foreign lan-guages to high school students.