教养的创新意义:游戏作为个性发展的领航员

I. Almazova, Irina V. Kondakova, S. N. Chislova
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引用次数: 0

摘要

介绍。现代的条件提出了一般教育现代化的任务,特别是寻找教育的创新意义。这一问题的相关性与重新思考教育的创新意义以及识别以前缺失的品质、结构要素和联系的需要有关。这项研究的目的是开发一种创新的游戏分类(作为个性发展的社会导航仪是必要的),代表一种特殊的创新的教养意义。材料和方法。这项研究涉及86名俄罗斯联邦布宁叶利茨国立大学心理学和教育学研究所的实习教师和学生,以及教学班的学生。所有受访者都有不同的工作经历。调查问卷包含13个问题(9个是可选答案,4个是对答案的自由解释)。统计数据处理采用百分比分布的方法。结果。实证结果显示,63%的受访者对游戏和游戏活动持积极态度,67%的人喜欢团队游戏,35%的人喜欢游戏过程本身,30%的受访者表示个性发展的前景是游戏的动机。调查还显示,尽管有6类游戏可供选择,但受访者优先选择的是电脑游戏(19%)、桌面游戏(28%)、动作游戏(27%)和数字游戏(16%)。这种情况使得我们有可能开发出一种创新的游戏分类,作为个性发展的领航员。结论。游戏作为人格发展的社会导航员,作者对游戏的分类设置了教育的创新意义,涉及人格发展的导航员成分、游戏的具体分类、游戏模型的发展、游戏技术/算法的改进。作者对游戏的分类在教养实践中没有精确的对应。此外,作者提出的游戏分类可以从改善现代养育过程的方法论支持的角度来考虑。
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Innovative meanings of upbringing: game as a navigator of personality development
Introduction. Modern conditions pose the task of modernizing education in general and searching for innovative meanings of upbringing in particular. The relevance of this issue is associated with the need to rethink the innovative meanings of upbringing and to identify qualities, structural elements, and associations, which were missing before. The aim of the study is to develop an innovative classification of games (necessary as a social navigator of personality development), representing a special innovative meaning of upbringing. Materials and methods. The study involved 86 practicing teachers and students of the Institute of Psychology and Pedagogy of I.A. Bunin Yelets State University (Russian Federation), students of pedagogical classes. All respondents had different work experience. The questionnaire contained 13 questions (9 – with a choice of answers and 4 – with a free interpretation of the answer). For statistical data processing, the methods of percentage distribution were used. Results. The empirical results showed that 63% of respondents had a positive attitude toward games and gaming activity, 67% preferred team games, 35% liked the game process itself, and 30% of respondents indicated the prospect of personality development as a motivation for the game. The study also demonstrated that despite the choice of six classes of games, the respondents gave priority to computer games (19%), board games (28%), action-oriented games (27%), and phygital games (16%). This state of affairs made it possible to develop an innovative classification of games as a navigator of personality development. Conclusion. The game as a social navigator of personality development and the author’s classification of games set innovative meanings of upbringing, related to the navigational component of personality development, specific classification of games, development of the game model, and improvement of the game technology/algorithm. The developed author’s classification of games has no exact counterparts in the practice of upbringing. Besides, the proposed author’s classification of games can be considered in terms of improving the methodological support for the modern upbringing process.
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来源期刊
Perspektivy Nauki i Obrazovania
Perspektivy Nauki i Obrazovania Arts and Humanities-Philosophy
CiteScore
0.80
自引率
0.00%
发文量
162
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