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dc.contributor.authorNurieva, Alsu
dc.contributor.authorAchaeva, Marina
dc.contributor.editorKrotký, Jan
dc.contributor.editorSimbartl, Petr
dc.date.accessioned2020-01-02T07:47:50Z
dc.date.available2020-01-02T07:47:50Z
dc.date.issued2019
dc.identifier.citationKROTKÝ, Jan, ed.; SIMBARTL, Petr, ed. Inovace a technologie ve vzdělávání: časopis o nových metodách a inovacích v technickém a přírodovědném vzdělávání. 2019, č. 1, s. 28-31.cs
dc.identifier.issn2571-2519
dc.identifier.urihttp://olympiadatechniky.cz/itev/
dc.identifier.urihttp://hdl.handle.net/11025/36139
dc.format4 s.cs
dc.format.mimetypeapplication/PDF
dc.language.isoenen
dc.publisherZápadočeská univerzita v Plznics
dc.rights© Západočeská univerzita v Plznics
dc.subjectonline hrycs
dc.subjectIT-lyceumcs
dc.subjectmultimediální technologiecs
dc.subjecthra Kahootcs
dc.titleOnline platforms as a way of learning non-native languages in KFU (Russia)en
dc.typečlánekcs
dc.typearticleen
dc.rights.accessopenAccessen
dc.type.versionpublishedVersionen
dc.description.abstract-translatedThe search for effective ways of teaching English is one of the important problems of pedagogy. Such specialists who know the world language and who are able to participate in international negotiations are in demand in the labor market. Teaching professional communicative competence is a complex process, and the teacher needs to keep the students' attention throughout the lesson, interest them in the topic and make the learning process easy and relaxed. This problem is the object of research of many scientists from all over the world. However, in our opinion, the problem of effective teaching of English vocabulary for students that focused on mathematics, physics and information technologies needs to be verified. In the course of our work we analyzed various online platforms for learning foreign languages. As a result of the analysis of these programs, we were able to identify more effective ones and develop an online game on the Kahoot platform to increase the activity of secondary school students that focused on mathematics, physics and information technologies. Thus, as a result of the study, we were able to find out that English lessons are more effective and productive in the classes of IT-lyceums, if information and multimedia technologies are used.en
dc.subject.translatedonline gamesen
dc.subject.translatedIT-Lyceumen
dc.subject.translatedmultimedia technologyen
dc.subject.translatedKahoot gameen
dc.type.statusPeer-revieweden
Vyskytuje se v kolekcích:Číslo 1 (2019)
Číslo 1 (2019)

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