Psychological benefits of game practice in higher education settings: from stress to happiness

E. V. Abramenko, Sergey A. Abramenko
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Abstract

Introduction. Teaching/learning and professional work at higher educational establishments, being an intellectually and emotionally intense activity, provokes stress in teachers and students, which has a negative impact on their health: fear, anxiety, fatigue, irritability, and nervousness. Game practice is the most effective method to relieve emotional tension and activate the educational process within the framework of students’ and teachers’ successful cooperation through communication. The purpose of the article was to assess the influence of game practice on the psychological state of teachers and students at higher school, as well as the levels of stress and happiness. Materials and methods. The study involved 69 university teachers (89% women, 19% men) from 29 regions of Russia and 176 students (51% males, 49% females) in the first-year undergraduate course at Volgograd State Technical University (Russian Federation). The study was carried out using a Google Forms survey. Results. The present study did not find any significant relationship between the manifestation of stress and the use of the game practice in the teaching process at higher educational establishments, which proved to be an unexpected result, since the lecturers (49%) and students (56%) recognised that game practice reduced their stress levels. However, the analysis of the revealed results showed that most of the students were affected by academicrelated stress: 46% of the respondents had high stress level, 34% – moderate stress level, and 20% – mild stress level. The stress level in the teachers’ professional activity also revealed a high rate – 52% of the respondents answered that they experienced professional stress quite often. At the same time, psychological well-being within the framework of game technologies had the following indicators: 54% of the teachers felt quite happy, 29% – absolutely happy. As to the students, they reported a middling indicator of happiness (46%). Conclusion. Game practice is a modern learning tool used at higher educational establishments, which improves the psychological well-being of students and teachers and is an effective way to combat stress and achieve increased happiness level. However, a more profound study of this subject, along with the development of due methodological recommendations, can contribute to more effective integration of game practice into the educational process and enhance the well-being of both students and teachers.
高等教育中游戏实践的心理益处:从压力到快乐
引言高等院校的教学和专业工作是一项智力和情感高度紧张的活动,会给教师和学生带来压力,对他们的健康产生负面影响:恐惧、焦虑、疲劳、烦躁和紧张。在师生通过交流成功合作的框架内,游戏实践是缓解情绪紧张、激活教育过程的最有效方法。本文旨在评估游戏实践对高等学校师生心理状态的影响,以及压力和幸福感的水平。材料和方法。研究对象包括来自俄罗斯 29 个地区的 69 名大学教师(89% 为女性,19% 为男性)和伏尔加格勒国立技术大学(俄罗斯联邦)本科一年级的 176 名学生(51% 为男性,49% 为女性)。研究采用谷歌表格调查的方式进行。研究结果本研究未发现压力表现与高校教学过程中游戏练习的使用之间有任何显著关系,这是一个出乎意料的结果,因为讲师(49%)和学生(56%)都承认游戏练习能减轻他们的压力。然而,对所揭示结果的分析表明,大多数学生都受到了与学业有关的压力的影响:46%的受访者压力水平较高,34%的受访者压力水平中等,20%的受访者压力水平较轻。教师职业活动中的压力水平也很高--52%的受访者回答说他们经常遇到职业压力。同时,游戏技术框架内的心理健康指数如下:54% 的教师感到相当幸福,29% 的教师感到绝对幸福。至于学生,他们报告的幸福指数为中等(46%)。结论游戏实践是高等教育机构使用的一种现代学习工具,它能改善学生和教师的心理健康,是消除压力和提高幸福指数的有效途径。然而,对这一主题进行更深入的研究,同时制定适当的方法建议,有助于更有效地将游戏实践融入教育过程,提高学生和教师的幸福感。
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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