EDUCATIONAL POTENTIAL OF VIDEO GAMES: WORLDVIEW AND METHODOLOGICAL FOUNDATIONS

Horban Olexander
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引用次数: 1

Abstract

The article reveals the essence of the video game as a special phenomenon of the social reality of a modern man. The idea of the need to develop a qualitatively new strategy for the development of the educational space based on the active involvement in the educational process of the latest communication technologies on video game platforms is substantiated. It has been found that human activity is intertwined with the game or includes certain game elements of the initial formation of society. The game performs a particular educational function, which simulates certain situations and provides basic practical skills. In this case, the game process teaches through entertainment, brings up with ease, which sometimes lacks a classical education. Discovered educational potential and analyzed the educational prospects of video games. Notes the use of video games in the educational process in three areas: educational games, gamification of education and learning based on the game (Game Based Learning). Educational games are games that are developed and used in training. They combine the characteristic elements of video games - multimodalism, interactivity, specific organization of the game situation, narrative and social goals. Gamification in education involves the use of a “like in-game” rule system, the experience and role of the player to shape the student’s behavior. At the core of gamification is the idea of implementing a gaming approach in order to make learning more fun. Game Based Learning (GBL) is a form of learning that is used to encourage students to learn during the game and make learning more interesting by adding fun to the learning process. Video games in this case are attracted to the classical educational process as a model, example, or element of reward. The conclusion is made about the prospects of attracting video games to the educational process as innovative methodological tools that can generate relevant educational and professional competence.
电子游戏的教育潜力:世界观和方法论基础
文章揭示了电子游戏作为现代人社会现实的一种特殊现象的本质。需要在积极参与电子游戏平台上最新通信技术的教育过程的基础上,为教育空间的发展制定一种质量上的新战略的想法得到了证实。人们已经发现,人类活动与游戏交织在一起,或者包含了社会最初形成的某些游戏元素。这款游戏具有特殊的教育功能,即模拟特定情境并提供基本的实用技能。在这种情况下,游戏过程通过娱乐进行教学,让人轻松成长,有时缺乏经典教育。发现电子游戏的教育潜力并分析其教育前景。注意到电子游戏在教育过程中的使用有三个方面:教育游戏、教育游戏化和基于游戏的学习(game based learning)。教育游戏是指在训练中开发和使用的游戏。它们结合了电子游戏的特征元素——多模态、互动性、游戏情境的特定组织、叙事和社交目标。教育中的游戏化涉及使用“类似游戏中的”规则系统,玩家的经验和角色来塑造学生的行为。游戏化的核心理念是运用游戏方法让学习变得更有趣。基于游戏的学习(GBL)是一种鼓励学生在游戏中学习的学习形式,通过在学习过程中添加乐趣来使学习变得更加有趣。在这种情况下,电子游戏被经典的教育过程所吸引,作为一种模式、例子或奖励元素。结论是将电子游戏作为创新的方法论工具吸引到教育过程中,从而产生相关的教育和专业能力。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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