{"title":"THE POWER OF GAMES: WHAT, WHY AND HOW TO EMPLOY IT IN EDUCATION","authors":"Оксана Чугай","doi":"10.30890/2709-2313.2023-18-02-024","DOIUrl":null,"url":null,"abstract":"Introduction Games were exploited in education a long time ago, their ability to capture and hold attention of players were known to ancient civilizations. If those principles according to which game players develop their skills and enrich their experiences, were applied in real life, it would be possible to improve educational systems, increase productivity at work, create collaborative communities, and solve many other problems of human beings at a global scale. In order to achieve this goal, it is necessary to destroy the stereotypes about games and create a partnership of the main actors from various spheres of life (McGonigal, 2011, p.14). Combining games with learning, applying rewarding game elements to the educational content sparkles learners’ interest, stirrs curiousity and competitive spirit, opening endless possibilities of learning in various spheres of human life (Arnold, 2014; Giang, 2013). Innovation and technology of the 21-st century opened new perspectives. Human’s basic needs and desires are the same, but the ways of motivating digital learners are drastically different from those which were effective before (Prensky, 2001; Qian & Clark, 2016). Ubiquity of technological advances, digital devices, new applications has given rise to the search for other approaches in education to meet learners’ needs. Thus, game-based teaching methods gain theoretical foundations and prove to be effective for diverse learners in various educational environments. What makes games in education powerful is fusion between engaging students and technological opportunities, which open many ways of delivering and processing information efficiently. Immediate feedback, cost-effectiveness, students’ autonomy lead to changing traditional teacher-centered classrooms into learner centered, turning teachers into facilitators, supervisors and designers (Gamification and the Future of Education, 2016, p.42). In addition, games enable access to education, a fundamental human right, especially in cases when traditional formal access is denied or not possible. Digital game-based learning ensures not just access but access and learning for those underprivileged students who otherwise may drop out, fail exams or not show","PeriodicalId":12094,"journal":{"name":"European science review","volume":null,"pages":null},"PeriodicalIF":0.0000,"publicationDate":"2023-03-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"European science review","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.30890/2709-2313.2023-18-02-024","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
Introduction Games were exploited in education a long time ago, their ability to capture and hold attention of players were known to ancient civilizations. If those principles according to which game players develop their skills and enrich their experiences, were applied in real life, it would be possible to improve educational systems, increase productivity at work, create collaborative communities, and solve many other problems of human beings at a global scale. In order to achieve this goal, it is necessary to destroy the stereotypes about games and create a partnership of the main actors from various spheres of life (McGonigal, 2011, p.14). Combining games with learning, applying rewarding game elements to the educational content sparkles learners’ interest, stirrs curiousity and competitive spirit, opening endless possibilities of learning in various spheres of human life (Arnold, 2014; Giang, 2013). Innovation and technology of the 21-st century opened new perspectives. Human’s basic needs and desires are the same, but the ways of motivating digital learners are drastically different from those which were effective before (Prensky, 2001; Qian & Clark, 2016). Ubiquity of technological advances, digital devices, new applications has given rise to the search for other approaches in education to meet learners’ needs. Thus, game-based teaching methods gain theoretical foundations and prove to be effective for diverse learners in various educational environments. What makes games in education powerful is fusion between engaging students and technological opportunities, which open many ways of delivering and processing information efficiently. Immediate feedback, cost-effectiveness, students’ autonomy lead to changing traditional teacher-centered classrooms into learner centered, turning teachers into facilitators, supervisors and designers (Gamification and the Future of Education, 2016, p.42). In addition, games enable access to education, a fundamental human right, especially in cases when traditional formal access is denied or not possible. Digital game-based learning ensures not just access but access and learning for those underprivileged students who otherwise may drop out, fail exams or not show