严肃游戏为专业的信息、图书馆、档案事务培训

Tetiana Luhova
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引用次数: 0

摘要

这项研究的目的是评估乌克兰大学在教育过程中实施严肃游戏的经验,因为国际项目“GameHub:乌克兰游戏产业大学与企业之间的合作”的影响。基于此,在029专业“情报、图书馆与档案事务”培训中,运用严肃游戏作为价值教育的一种元素的可行性得到了验证。本文描述了一些严肃游戏的例子,它们对于培养现代图书馆和档案专业人员具有重要的潜力。游戏是根据硬技能和软技能分类的。研究表明,软游戏的教育原则与国际图书馆协会联合会专业图书馆和信息领域的教育计划战略相吻合。我们发现,现有的电子游戏都是泛泛而谈的职业,并且都是面向普世价值的。因此,在参与者中形成的相关能力识别和与专业教育标准决定的学习成果对应表的创建是一个主观的、多重解释的过程。同时也表明,严肃游戏的引入破坏了能力教育的形式化关系体系,创造了向价值导向教育的过渡。因此,它改变了既定的教学教育图景。针对国际项目“GameHub:乌克兰游戏产业高校与企业合作”的影响,分析了严肃游戏在教育过程中实施的经验。根据对该系师生的调查结果,揭示了在教育学科教学中引入严肃游戏存在的障碍。我们计划为高等教育教师提出建议,以克服在使用基于游戏的学习中出现的障碍。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
SERIOUS GAMES FOR PROFESSIONAL TRAINING AT THE INFORMATION, LIBRARY, AND ARCHIVE AFFAIRS
The purpose of the study is to evaluate the experience of implementing serious games into the educational process of a Ukrainian university, because of the impact of the International project “GameHub: cooperation between universities and enterprises in the gaming industry in Ukraine”. Based on this, the expediency of using serious games for the major 029 “Information, library and archival affairs” training as an element of value-oriented education is being substantiated. Examples of serious games are described, which have meaningful potential for training modern library and archive professionals. Games are classified according to hard and soft skills. It is shown that the educational principles of soft games correspond to the strategy of educational programs of the professional library and information sphere of the International Federation of Library Associations and Institutions. It has been found that the existing array of video games refers to the profession cursorily and is oriented towards universal values. Therefore, the relevant competencies' identification that are formed in players and the correspondence tables creation with learning outcomes determined by the standard of education in the specialty is a subjective and multi-interpretive process. Also shown that introducing serious games destroys the formalized relational system of competence education, creating a transition to value-oriented education. And so it changes the established picture of pedagogical education. The experience of implementing serious games into the educational process, because of the International project “GameHub: cooperation between universities and enterprises in the game industry in Ukraine” impact, was analyzed. According to the results of the survey of teachers and students of the department, obstacles that arise in introducing serious games into teaching educational disciplines were revealed. We planned recommendations for higher education teachers to overcome obstacles that arise in using game-based learning.
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