Gamification as a Growing Trend in Higher Education: Prospects and Problems

IF 0.2 4区 哲学 0 PHILOSOPHY
Ekaterina N. Gnatik
{"title":"Gamification as a Growing Trend in Higher Education: Prospects and Problems","authors":"Ekaterina N. Gnatik","doi":"10.21146/0042-8744-2023-6-116-123","DOIUrl":null,"url":null,"abstract":"The article deals with the phenomenon of gamification and the problems of im­plementing game practices in higher education. Based on the information about consumer habits, style features of behavior, etc., gamification becomes a fairly effective IT tool that contributes to achieving the goals of one or another project by way of constructing artificially player motivation, i.e., in fact, programming for a certain behavior pattern. The paper notes that the Western trend of mass in­clusion of games and game technologies in curricula has become a significant reference point for domestic educational policy, and gamification is now dis­cussed as a new, alternative way of organizing learning in educational institu­tions of our country, which allows to significantly influence student behavior and the effectiveness of learning outcomes. Analyzing possible consequences and trying to take into account the explicit and latent risks, the author concludes that the most alarming trend of gamification implementation in the educational process is the creation of unprecedented opportunities for collecting data on student be­havior in the digital educational space. Tracking reactions and psychoemotional state of young people in the course of gamified learning, the use of artificial in­telligence technologies, neural networks, the use of learning action analysis tech­nologies, digital footprint analysis – all these may help to build and improve the behavior management strategy required by customers. Here we see the pro­spects of making a testing range for large-scale work to create additional means of control, standardization and correction with the view to improve the tech­niques of manipulating the consciousness and behavior of the masses of people. In the author’s opinion, the transformation of learning into a computer game will promote not only a significant deformation of the inner meaning of pedagogics, but also the transformation of student youth into an object of various manipu­lations using the high-human methodology, which widely applies the tools of smart technology.","PeriodicalId":46795,"journal":{"name":"VOPROSY FILOSOFII","volume":"5 1","pages":"0"},"PeriodicalIF":0.2000,"publicationDate":"2023-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"VOPROSY FILOSOFII","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.21146/0042-8744-2023-6-116-123","RegionNum":4,"RegionCategory":"哲学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"0","JCRName":"PHILOSOPHY","Score":null,"Total":0}
引用次数: 0

Abstract

The article deals with the phenomenon of gamification and the problems of im­plementing game practices in higher education. Based on the information about consumer habits, style features of behavior, etc., gamification becomes a fairly effective IT tool that contributes to achieving the goals of one or another project by way of constructing artificially player motivation, i.e., in fact, programming for a certain behavior pattern. The paper notes that the Western trend of mass in­clusion of games and game technologies in curricula has become a significant reference point for domestic educational policy, and gamification is now dis­cussed as a new, alternative way of organizing learning in educational institu­tions of our country, which allows to significantly influence student behavior and the effectiveness of learning outcomes. Analyzing possible consequences and trying to take into account the explicit and latent risks, the author concludes that the most alarming trend of gamification implementation in the educational process is the creation of unprecedented opportunities for collecting data on student be­havior in the digital educational space. Tracking reactions and psychoemotional state of young people in the course of gamified learning, the use of artificial in­telligence technologies, neural networks, the use of learning action analysis tech­nologies, digital footprint analysis – all these may help to build and improve the behavior management strategy required by customers. Here we see the pro­spects of making a testing range for large-scale work to create additional means of control, standardization and correction with the view to improve the tech­niques of manipulating the consciousness and behavior of the masses of people. In the author’s opinion, the transformation of learning into a computer game will promote not only a significant deformation of the inner meaning of pedagogics, but also the transformation of student youth into an object of various manipu­lations using the high-human methodology, which widely applies the tools of smart technology.
高等教育的游戏化趋势:前景与问题
本文论述了游戏化现象以及在高等教育中实施游戏实践的问题。基于消费者习惯、行为风格特征等信息,游戏化成为一种相当有效的IT工具,通过人为地构建玩家动机(游戏邦注:也就是针对特定行为模式进行编程)来帮助实现一个或另一个项目的目标。本文指出,西方将游戏和游戏技术大量纳入课程的趋势已成为国内教育政策的重要参考点,目前正在讨论将游戏化作为在我国教育机构组织学习的一种新的替代方式,这种方式可以显著影响学生的行为和学习成果的有效性。作者分析了可能的后果,并试图考虑到明确和潜在的风险,得出结论认为,在教育过程中实施游戏化最令人担忧的趋势是,在数字教育空间中为收集学生行为数据创造了前所未有的机会。跟踪年轻人在游戏化学习过程中的反应和心理情绪状态,使用人工智能技术、神经网络、使用学习行为分析技术、数字足迹分析等,这些都可能有助于建立和改进客户所需的行为管理策略。在这里,我们看到了为大规模工作建立一个测试范围的前景,以创造额外的控制、标准化和纠正手段,以改进操纵群众意识和行为的技术。笔者认为,将学习转化为一种电脑游戏,不仅会促进教育学内在意义的重大变形,而且还会促使学生青年转变为各种操纵的对象,使用高度人性化的方法论,广泛应用智能技术工具。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
求助全文
约1分钟内获得全文 求助全文
来源期刊
VOPROSY FILOSOFII
VOPROSY FILOSOFII PHILOSOPHY-
CiteScore
0.40
自引率
50.00%
发文量
100
期刊介绍: "Вопросы философии" - академическое научное издание, центральный философский журнал в России. В настоящее время является органом Президиума Российской Академии Наук. Журнал "Вопросы философии" исторически тесно связан с Институтом философии РАН. Выходит ежемесячно. Журнал был основан в июле 1947 г. Интернет-версия журнала запущена в мае 2009 года.
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
确定
请完成安全验证×
copy
已复制链接
快去分享给好友吧!
我知道了
右上角分享
点击右上角分享
0
联系我们:info@booksci.cn Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。 Copyright © 2023 布克学术 All rights reserved.
京ICP备2023020795号-1
ghs 京公网安备 11010802042870号
Book学术文献互助
Book学术文献互助群
群 号:481959085
Book学术官方微信