Інформаційні технології і засоби навчання (Oct 2018)
GAMIFICATION AND EXPERIENCE OF USING COMPUTER GAMES IN TEACHING PHILOSOPHY IN TECHNICAL INSTITUTIONS OF HIGHER EDUCATION
Abstract
Processes of gamification of society have been researching by many scientists. The phenomenon of gamification is ambiguous and complex, and the fact that more and more spheres of human activity get signs of the game is of great concern. Though game and play activity is typical to humans, it has always created numerous risks and destructive situations. So, we argue that the ambiguity of the perception of the phenomenon of gamification is caused by the difficulties of understanding it, modern historical conditions and social practices that strongly influence and distort ideas about gamification. The aim of the article is to study the role of gamification on a specific example of using computer games for teaching philosophy in technical institutions of higher education. Game practices activate and educate emotional intelligence. It is especially necessary for students of technical institutions of higher education. The purpose of the analysis is to define both the positive and negative consequences of using games and to suggest a way to overcome possible destructive results. In the course of the research of this problem, the author concentrated on objective, historical and social analysis. Practical approach to methods of terminological analysis, ways of defining and choosing games, are particularly stressed. Looking for methods to overcame negative consequences of gamification, when using games in teaching, we stress the importance of philosophical approach. Because namely systemic, interdisciplinary analysis takes into account many factors of risk and influence of gamification. We suggest that in-deep analysis of compatibility and value of game technologies in teaching philosophy may be useful for overcoming possible negative consequences of gamification in education and training. We also consider that first priority should be given to comprehensive research and definition of methods for assessing the relevance, effectiveness, and even economic feasibility of using game technology for teaching and learning academic subject, as well as for specific topics.