GAME-DESIGN-ORIENTED APPROACH TO DEVELOPMENT OF EDUCATIONAL DISCIPLINS OF HIGHER EDUCATIONAL INSTITUTIONS
PDF (Ukrainian)

Keywords

methodology of higher education
game design of educational discipline
Gamification of education
Gamified classroom
Game-Based Learning
technological card of the educational discipline

How to Cite

[1]
T. A. Luhova, “GAME-DESIGN-ORIENTED APPROACH TO DEVELOPMENT OF EDUCATIONAL DISCIPLINS OF HIGHER EDUCATIONAL INSTITUTIONS”, ITLT, vol. 81, no. 1, pp. 235–254, Feb. 2021, doi: 10.33407/itlt.v81i1.3265.

Abstract

The article substantiates the expediency of the game-design-oriented approach to the design of disciplines in higher education institutions, which will become the basis for the introduction of virtual learning environment. The difference between the concepts of "gamification", "game design", "Game-based learning" is shown. Structural models of game-discipline (technological, step-by-step, cluster, case-law and content-cartographic) are described, their characteristics, methods of implementation are given. The stages and peculiarities of introduction of elements of game design in the development of educational disciplines of institutions of higher education are determined. The advantages and disadvantages of a "gamified classroom" are analyzed. The scheme of distribution of elements of educational content according to the model of MDA game is presented. It is noted that the result of the game-design-oriented approach should change the attitude regarding planning, implementation and control of the learning process, which, in turn, forms the state of immersion and the effect of full presence on the part of the teacher-methodologist who plays the role of the game designer and constructs the game reality of the training discipline, and on the part of the learner as an experienced gamer. The method of developing the game-discipline, which is visually generalized in the block diagram, is proposed. The development of a discipline based on the principles and methods of game design is at the crossroads of different branches of knowledge and seeks to create synergy between teaching methods, game cyber culture, project activity and marketing. The basis of such an approach is the process of formalizing and structuring discipline in relational databases and knowledge maps, followed by their creative transformation into the game world. Introducing the principles of gaming opens up new opportunities for the implementation of integrity, interdisciplinarity, personalization and humanization of learning. Computer-free game design of the discipline is the first step towards the formation of an electronic educational and training gaming environment of the university.

PDF (Ukrainian)

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