
Gaming as a sociocultural phenomenon in modern pedagogical science
Author(s) -
Grigory Nikitin
Publication year - 2020
Publication title -
pedagogika: istoriâ, perspektivy
Language(s) - English
Resource type - Journals
ISSN - 2686-9969
DOI - 10.17748/2686-9969-2020-3-5-42-55
Subject(s) - phenomenon , context (archaeology) , sociocultural evolution , process (computing) , identity (music) , product (mathematics) , space (punctuation) , information technology , the internet , information and communications technology , rivalry , social phenomenon , order (exchange) , psychology , multimedia , sociology , computer science , epistemology , aesthetics , world wide web , social science , business , mathematics , finance , paleontology , philosophy , geometry , macroeconomics , anthropology , economics , biology , operating system
. Gaming is a peculiar phenomenon of the information age, which combines the inherent human desire for competition, rivalry, play with the modern capabilities of in-formation technology. Gamers are not only game participants, they become part of vir-tual reality through identity with their avatars, game images, representing one of the "products" of electronic culture, by which we mean the totality of the results of creativi-ty and communication of people in the context of the introduction of IT innovations, characterized by the creation of a single information space, virtual form of expression, distance technology, content liberality. Gamers are both subjects of electronic culture, and at the same time its product, since their hobby and form of communication are generated by information technologies. The article examines a new social phenomenon of modern society - the phenomenon of "gaming" or as it is now commonly called in pedagogical literature - the phenomenon of "gamification", "gamification", "gamification". "Gamification" or "gamification" is a different application of approaches typical for computer games in software tools for non-game processes in order to attract users, consumers and students, increase their involvement in solving applied problems, using products and services. The article describes a new pedagogical technology - the technology of "gamification", which is a new way of organizing learning. This technology, according to scientists, has great pedagogical potential. Pedagogical technology of "gamification": - strengthens the motivation of schoolchildren to pay more attention to educational ac-tivities; - increases the likelihood of achieving the goal; - during the game, involvement in the educational process is maintained.