EDUCOLOGICAL ASPECTS OF VIDEO GAME ACTIVITIES IN THE MODERN EDUCATIONAL ENVIRONMENT
DOI:
https://doi.org/10.28925/2226-3012.2023.12.1Keywords:
video game, gamification, game in education, motivation, learning, game-based learning, education, creativityAbstract
Based on educational ideas about the complex, integrated nature of the education system, the article suggests the author's vision of the place and role of video games as an important element of the educational process, which affects the formation of a modern educational environment. The article says that the video game, as a type of game activity, is a complex socio-cybernetic phenomenon, a specific phenomenon in the modern life of society which requires in-depth scientific research in order to clarify its methodological potential in the education system. It has been emphasized that in modern conditions, especially on online learning platforms, the use of video game methods in the educational process is of great importance, as they allow learning new knowledge, acquiring skills and abilities much more effectively and without any external coercion. The innovative ways of forming education seekers’ creativity, interactivity, motivational activity during learning by means of video games has been considered. The examples of the use of genre video games in education have been provided, allowing increasing motivation significantly, form skills of cooperation, creativity, competition, and mutual assistance in the participants of the educational process.
References
Ogneviuk, V. О., Sysoieva, S. O. (Eds.) (2017). Vstup do osvitologiyi: Navchalnij posibnik [Introduction to Educology: Study guide]. Edelweiss. https://elibrary.kubg.edu.ua/id/eprint/22733/
Horban, O. (2019). Osvitnij potencial videoigor: svitoglyadno-metodologichni zasadi [Educational potential of video games: worldview and methodological foundations]. Educological Discourse, 3–4 (26–27), 19–34. https://doi.org/10.28925/2312-5829.2019.3-4.1934
Horban, О., Maletska, М. (2020). Filosofsko-osvitni aspekti videoigrovoyi diyalnosti v umovah onlajn-navchannya [Philosophical and educational aspects of videogame activity in conditions of online learning]. Educological Discourse, 3 (30), 1–18. https://doi.org/10.28925/2312-5829.2020.3.1
Ogneviuk, V. О. Osvitologiya yak vidobrazhennya mizhdisciplinarnogo pidhodu u naukovih doslidzhennyah fenomenu suchasnoyi osviti [Educology as a reflection of an interdisciplinary approach in scientific studies of the phenomenon of modern education]. In Rozvitok suchasnoyi osviti: osvitologichni nagolosi: Naukove vidannya Za materialami pershoyi vseukrayinskoyi naukovo-praktichnoyi konferenciyi «Osvitologiya – naukovij napryam integrovanogo piznannya osviti» (pp. 53–62). Borys Grinchenko Kyiv University. https://elibrary.kubg.edu.ua/id/eprint/44473/
Ogneviuk, V. О. (2009). Filosofiya osviti v strukturi naukovih doslidzhen fenomenu osviti [Philosophy of education in the structure of scientific studies of the phenomenon of education]. Shlyah osviti, 4 (54), 2–6. https://elibrary.kubg.edu.ua/id/eprint/1988/1/Ognevjuk_V_O_SHO_4_09_IS.pdf
The US legally recognizes video games as an art form (2011, May 9). TechSpot. https://www.techspot.com/news/43696-the-us-legally-recognizes-video-games-asan-art-form.html
Oxford living dictionary. Definition of video game. https://en.oxforddictionaries.com/definition/video_game
Al-Azawi, R., Al-Blushi, M., Al-Faliti, F. (2016). Educational Gamification vs Game Based Learning: Comparative Study. International Journal of Innovation, Management and Technology (IJIMT), 7 (4), 132–136. https://doi.org/10.18178/ijimt.2016.7.4.659
Bogost, I. (2008). The Rhetoric of Video Games. In K. Salen (Ed.), The Ecology of Games: Connecting Youth, Games, and Learning. MacArthur Foundation, Series on Digital Media and Learning (рр. 117–140). The MIT Press. 10.1162/dmal.9780262693646.117
Frasca, G. (2001). Videogames of the oppressed: Videogames as a means forcritical thinking and debate: MA Thesis. Georgia Institute of Technology. https://ludology.typepad.com/weblog/articles/thesis/FrascaThesisVideogames.pdf
Frasca, G. (2007). Play the Message. Play, Game and Videogame Rhetoric. Ph.D. Dissertation. IT University of Copenhagen. https://docplayer.net/12779385-Gonzalo-frasca-play-the-message-play-game-and-videogame-rhetoric-ph-d-dissertation-it-university-of-copenhagen-denmark.html
Gibson, D. C., Knezek, G., Redmond, P. Bradley, E. (2014). Handbook of Games and Simulations in Teacher Education. Association for the Advancement of Computing in Education (AACE). https://www.learntechlib.org/primary/p/147471/
Horban, O., Martych, R., & Maletska, M. (2019). Phenomenon of Videogame Culture in Modern Society. Studia Warmińskie, 56, 123–135. https://doi.org/10.31648/sw.4314
Horban, O., Maletska, M. (2018). Basic approaches to the definition of the concept of «videogame» as an element of modern scientific discourse. Skhid, 3 (155), 29–33. http://dx.doi.org/10.21847/1728-9343.2018.3(155).139675
Horban, O., & Maletska, M. (2020). Videogames as Means of Increasing Students’ Motivation. The Modern Higher Education Review, 4, 66–74. https://doi.org/10.28925/2518- 7635.2019.4.8
Nardone, R., (2017). Videogames between ethics and politics. Ricerche di Pedagogia e Didattica, Journal of Theories and Research in Education, 12 (2), 41–55. https://doi.org/10.6092/issn.1970-2221/7072
Osma-Ruiz, V. J., Sáenz-Lechon, N., Gutiérrez-Arriola, J. M., Fraile, R., & MarcanoGanzo, R. (2015). Learning English is Fun! Increasing Motivation Through Video Games. Proceedings of ICERI2015 Conference. 16th–18th November 2015, Seville, Spain. https://oa.upm.es/44606/1/INVE_MEM_2015_241732.pdf
Perrotta C., Featherstone G., Aston H., & Houghton E. (2013). Game-based Learning: Latest Evidence and Future Directions. NFER. https://www.researchgate.net/publication/268445246_Game-based_learning_latest_evidence_and_future_directions
Pesare, E., Roselli, T., Corriero, N., & Rossano, V. (2016). Game-based learning and Gamification to promote engagement and motivation in medical learning contexts. Smart Learning Environments, 3 (1), 5. https://doi.org/10.1186/s40561- 016-0028-0
Published
How to Cite
Issue
Section
License
Copyright (c) 2023 Олександр Горбань
This work is licensed under a Creative Commons Attribution-NonCommercial 3.0 Unported License.
Content Licensing: Creative Commons Attribution Non-Commercial
The author allows:
- Share — copy and redistribute the material in any medium or format
- Adapt — remix, transform, and build upon the material
Under the following terms:
-
Attribution — You must give appropriate credit, provide a link to the license, and indicate if changes were made. You may do so in any reasonable manner, but not in any way that suggests the licensor endorses you or your use.
-
NonCommercial — You may not use the material for commercial purposes.
The authors reserve the right to authorship of the work and pass the first publication right of this work to the journal under the terms of a Creative Commons Attribution License, which allows others to freely distribute the published research with the obligatory reference to the authors of the original work and the first publication of the work in this journal.
The authors have the right to conclude separate supplement agreements that relate to non-exclusive work distribution in the form in which it has been published by the journal (for example, to upload the work to the online storage of the journal or publish it as part of a monograph), provided that the reference to the first publication of the work in this journal is included.