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PHILOSOPHICAL AND EDUCATIONAL ASPECTS OF VIDEOGAME ACTIVITY IN CONDITIONS OF ONLINE LEARNING
Author(s) -
Olexander Horban,
Maria Maletska
Publication year - 2020
Publication title -
osvìtologìčnij diskurs
Language(s) - English
Resource type - Journals
ISSN - 2312-5829
DOI - 10.28925/2312-5829.2020.3.1
Subject(s) - process (computing) , entertainment , space (punctuation) , computer science , educational game , educational technology , mathematics education , multimedia , psychology , political science , law , operating system
In this article, the use of videogames in online learning has been considered. It is emphasized that new forms and methods of organizing the educational process are becoming increasingly important in times of global educational crisis and the crisis in education. It is noted that new strategies for the establishment of modern educational space, based on the involvement of new, primarily digital, technologies, and new methodological approaches to the organization and content of the educational process, including game approaches, are quite effective in solving problems of modern education.An essential means of increasing students’ motivation is the use of videogames in the educational process. The main aspects of videogame phenomenon that actualize its use in contemporary education have been analyzed. The following forms and methods of involving videogames in the educational process have been considered: gamification as a partial use of game mechanics or complete transformation of the educational process into a (video)game; game-based learning as the use of particular videogames in education to motivate students and improve learning; educational videogames as a separate category of games that are developed primarily for educational purposes and for which the entertainment-motivational function is secondary. The advantages and disadvantages of videogame activity within each of forms in conditions of online learning have been determined. The authors raise the question of the need to develop and involve comprehensive multiplayer videogames, aimed not at supplementing the educational process, but at the complete transformation of online learning. It is noted that such videogames can be an environment for learning and communication between teacher andstudents and contain the information base necessary for studying the subject. It is concluded that the development of a comprehensive videogame for online learning in higher education institutions can increase the effectiveness of online education in general by increasing students’ motivation and interest in learning, giving them an opportunity to acquire the additional experience, moving to more individualized and flexible trajectory ofhigher education.

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