{"title":"高等教育的游戏化趋势:前景与问题","authors":"Ekaterina N. Gnatik","doi":"10.21146/0042-8744-2023-6-116-123","DOIUrl":null,"url":null,"abstract":"The article deals with the phenomenon of gamification and the problems of implementing game practices in higher education. Based on the information about consumer habits, style features of behavior, etc., gamification becomes a fairly effective IT tool that contributes to achieving the goals of one or another project by way of constructing artificially player motivation, i.e., in fact, programming for a certain behavior pattern. The paper notes that the Western trend of mass inclusion of games and game technologies in curricula has become a significant reference point for domestic educational policy, and gamification is now discussed as a new, alternative way of organizing learning in educational institutions of our country, which allows to significantly influence student behavior and the effectiveness of learning outcomes. Analyzing possible consequences and trying to take into account the explicit and latent risks, the author concludes that the most alarming trend of gamification implementation in the educational process is the creation of unprecedented opportunities for collecting data on student behavior in the digital educational space. Tracking reactions and psychoemotional state of young people in the course of gamified learning, the use of artificial intelligence technologies, neural networks, the use of learning action analysis technologies, digital footprint analysis – all these may help to build and improve the behavior management strategy required by customers. Here we see the prospects of making a testing range for large-scale work to create additional means of control, standardization and correction with the view to improve the techniques of manipulating the consciousness and behavior of the masses of people. In the author’s opinion, the transformation of learning into a computer game will promote not only a significant deformation of the inner meaning of pedagogics, but also the transformation of student youth into an object of various manipulations using the high-human methodology, which widely applies the tools of smart technology.","PeriodicalId":46795,"journal":{"name":"VOPROSY FILOSOFII","volume":"5 1","pages":"0"},"PeriodicalIF":0.2000,"publicationDate":"2023-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"title\":\"Gamification as a Growing Trend in Higher Education: Prospects and Problems\",\"authors\":\"Ekaterina N. Gnatik\",\"doi\":\"10.21146/0042-8744-2023-6-116-123\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"The article deals with the phenomenon of gamification and the problems of implementing game practices in higher education. Based on the information about consumer habits, style features of behavior, etc., gamification becomes a fairly effective IT tool that contributes to achieving the goals of one or another project by way of constructing artificially player motivation, i.e., in fact, programming for a certain behavior pattern. The paper notes that the Western trend of mass inclusion of games and game technologies in curricula has become a significant reference point for domestic educational policy, and gamification is now discussed as a new, alternative way of organizing learning in educational institutions of our country, which allows to significantly influence student behavior and the effectiveness of learning outcomes. Analyzing possible consequences and trying to take into account the explicit and latent risks, the author concludes that the most alarming trend of gamification implementation in the educational process is the creation of unprecedented opportunities for collecting data on student behavior in the digital educational space. Tracking reactions and psychoemotional state of young people in the course of gamified learning, the use of artificial intelligence technologies, neural networks, the use of learning action analysis technologies, digital footprint analysis – all these may help to build and improve the behavior management strategy required by customers. Here we see the prospects of making a testing range for large-scale work to create additional means of control, standardization and correction with the view to improve the techniques of manipulating the consciousness and behavior of the masses of people. In the author’s opinion, the transformation of learning into a computer game will promote not only a significant deformation of the inner meaning of pedagogics, but also the transformation of student youth into an object of various manipulations using the high-human methodology, which widely applies the tools of smart technology.\",\"PeriodicalId\":46795,\"journal\":{\"name\":\"VOPROSY FILOSOFII\",\"volume\":\"5 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.2000,\"publicationDate\":\"2023-01-01\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"0\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"VOPROSY FILOSOFII\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.21146/0042-8744-2023-6-116-123\",\"RegionNum\":4,\"RegionCategory\":\"哲学\",\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"0\",\"JCRName\":\"PHILOSOPHY\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"VOPROSY FILOSOFII","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.21146/0042-8744-2023-6-116-123","RegionNum":4,"RegionCategory":"哲学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"0","JCRName":"PHILOSOPHY","Score":null,"Total":0}
Gamification as a Growing Trend in Higher Education: Prospects and Problems
The article deals with the phenomenon of gamification and the problems of implementing game practices in higher education. Based on the information about consumer habits, style features of behavior, etc., gamification becomes a fairly effective IT tool that contributes to achieving the goals of one or another project by way of constructing artificially player motivation, i.e., in fact, programming for a certain behavior pattern. The paper notes that the Western trend of mass inclusion of games and game technologies in curricula has become a significant reference point for domestic educational policy, and gamification is now discussed as a new, alternative way of organizing learning in educational institutions of our country, which allows to significantly influence student behavior and the effectiveness of learning outcomes. Analyzing possible consequences and trying to take into account the explicit and latent risks, the author concludes that the most alarming trend of gamification implementation in the educational process is the creation of unprecedented opportunities for collecting data on student behavior in the digital educational space. Tracking reactions and psychoemotional state of young people in the course of gamified learning, the use of artificial intelligence technologies, neural networks, the use of learning action analysis technologies, digital footprint analysis – all these may help to build and improve the behavior management strategy required by customers. Here we see the prospects of making a testing range for large-scale work to create additional means of control, standardization and correction with the view to improve the techniques of manipulating the consciousness and behavior of the masses of people. In the author’s opinion, the transformation of learning into a computer game will promote not only a significant deformation of the inner meaning of pedagogics, but also the transformation of student youth into an object of various manipulations using the high-human methodology, which widely applies the tools of smart technology.
期刊介绍:
"Вопросы философии" - академическое научное издание, центральный философский журнал в России. В настоящее время является органом Президиума Российской Академии Наук. Журнал "Вопросы философии" исторически тесно связан с Институтом философии РАН. Выходит ежемесячно. Журнал был основан в июле 1947 г. Интернет-версия журнала запущена в мае 2009 года.