S. Khrapov, L. Baeva, A. Grigorev, Dmitriy.A. Bibarsov
{"title":"Virtual Gamification and Problems of Students’ Social Interaction","authors":"S. Khrapov, L. Baeva, A. Grigorev, Dmitriy.A. Bibarsov","doi":"10.46539/gmd.v4i3.323","DOIUrl":null,"url":null,"abstract":"The article concerns the systemic problem of students’ social interactions in the context of digitalization of education and usage of virtual gamification technologies in pedagogical process. The authors conducted an interdisciplinary analysis of influence of the phenomena and conditions of virtual gamification on the “vertical” and “horizontal” processes of students’ social interactions, which determine constructive or destructive vectors of their socialization and professionalization in a digital society. The authors concluded that professional use of gamification pedagogical technologies can significantly reduce the social risks of digitalization of education and increase the level of safety of communicative and educational environment.","PeriodicalId":393706,"journal":{"name":"Galactica Media: Journal of Media Studies","volume":null,"pages":null},"PeriodicalIF":0.0000,"publicationDate":"2022-10-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Galactica Media: Journal of Media Studies","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.46539/gmd.v4i3.323","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 0
Abstract
The article concerns the systemic problem of students’ social interactions in the context of digitalization of education and usage of virtual gamification technologies in pedagogical process. The authors conducted an interdisciplinary analysis of influence of the phenomena and conditions of virtual gamification on the “vertical” and “horizontal” processes of students’ social interactions, which determine constructive or destructive vectors of their socialization and professionalization in a digital society. The authors concluded that professional use of gamification pedagogical technologies can significantly reduce the social risks of digitalization of education and increase the level of safety of communicative and educational environment.