Gamification as an educational technology: philosophical and methodological aspect

Timur M. Gafitulin
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Abstract

The article provides an overview of the results of a philosophical and methodological study of gamification as an educational technology. The aim of the study was to find methodological guidelines that allow, in the vast field of research on the phenomenon of play in philosophy and education, firstly, to determine the boundaries of the game and its varieties, and secondly, to understand how and why the game can be introduced into the educational process. The research was carried out using methods of historical, cultural, and comparative analysis, and the structural and functional method was also used. As a result, three types of gamifications of the learning process were identified: how to introduce competitiveness, how to introduce dramatization and how to introduce creative practices. The article describes the change in the role of the teacher depending on the type of gamification chosen, the transition from pedagogical technology to pedagogical art is indicated. The theoretical significance of the research lies in the possibility of further development of types of gamifications, their detailing, the development of the issue of designing special types of games for various subjects, and the promising opportunity to create games with specified cognitive properties. The practical significance lies in the possibility of building training programs for developers and organizers of educational games around the found types of games.
游戏化作为一种教育技术:哲学和方法论方面
文章概述了对游戏化这一教育技术进行哲学和方法论研究的结果。该研究的目的是在哲学和教育学中游戏现象的广阔研究领域中找到方法论指导原则,首先确定游戏及其种类的界限,其次理解游戏如何以及为何能被引入教育过程。研究采用了历史分析法、文化分析法和比较分析法,还使用了结构和功能分析法。研究结果确定了学习过程游戏化的三种类型:如何引入竞争性、如何引入戏剧化以及如何引入创造性实践。文章描述了教师角色的变化取决于所选择的游戏化类型,指出了从教学技术到教学艺术的过渡。研究的理论意义在于进一步发展游戏化类型的可能性、游戏化的细节、为不同学科设计特殊类型游戏问题的发展,以及创造具有特定认知特性的游戏的大好机会。实际意义在于,可以围绕所发现的游戏类型,为教育游戏的开发者和组织者制定培训计划。
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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