Educational computer games as a tool for qualitative transformation of personality at the level of psychological, pedagogical and social needs

М. B. Yelikbayeva, Z. Sadvakassova
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Abstract

The article shows that thanks to computer games, the world has irrevocably “split” into two parts-re-al, existing in reality and virtual, existing in the form of an electronic model of objects and processes. The aim of the work is to analyze the possibilities of using computer games in the educational process, con-tributing to the development of personal qualities of adolescents. An analytical review of the scientific literature has shown that in order to achieve mastery in any field of activity, it is necessary to take part in that activity in the amount of at least 10,000 hours (time required for students in school from 5th to 12th grade). The average gamer at the age of 21 spends the same amount of time in multiplayer online games. It is noted that computer games, despite their socio-cultural institutionalization, still do not have scientific and psychological development. The survey method used in the current study showed the interest of adolescents (73,2 %) and teachers (40 %) in the use of computer games in the classroom. Mathematical planning of pedagogical experiment allowed to find empirical dependence describing influence of investigated factors on final result, in our case on feature of development of personal (on self-assessment of teenagers towards educational game achievements) and communicative qualities (communicative and organizational abilities) of students. The analysis of the generalized equation showed that the program of synthesizing virtual learning with traditional teaching methods has a positive effect on the development of personal and communicative qualities of adolescents, since the level of changed personal qualities in the process of forming research and on the basis of the method of mathematical optimization of the pedagogical process amounted to 9.4 %.
教育性电脑游戏是在心理、教学和社会需求层面实现人格质的转变的工具
文章表明,多亏了电脑游戏,世界已经不可逆转地“分裂”为现实和虚拟两部分,以物体和过程的电子模型的形式存在。这项工作的目的是分析在教育过程中使用电脑游戏的可能性,以促进青少年个人素质的发展。对科学文献的分析综述表明,为了掌握任何活动领域,有必要参加至少10000小时的活动(5至12年级学生在校所需的时间)。21岁的普通玩家在多人在线游戏中花费的时间相同。值得注意的是,尽管电脑游戏的社会文化制度化,但它仍然没有科学和心理发展。本研究中使用的调查方法显示,青少年(73.2%)和教师(40%)对在课堂上使用电脑游戏感兴趣。教学实验的数学规划允许找到描述所调查因素对最终结果的影响的经验依赖性,在我们的案例中,描述了个人发展特征(青少年对教育游戏成绩的自我评估)和学生的沟通素质(沟通和组织能力)。对广义方程的分析表明,虚拟学习与传统教学方法相结合的方案对青少年个人素质和交际素质的发展有积极作用,自形成研究过程中个人素质水平的变化和基于数学优化方法的教学过程占9.4%。
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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