The use of digital games in the professional training of social pedagogues: realities and perspectives

  • Nadiia Chernukha Taras Shevchenko National University of Kyiv, Kyiv, Ukraine.
  • Lyudmila Tokaruk Taras Shevchenko National University of Kyiv, Kyiv, Ukraine.
  • Аlla Moskalenko Taras Shevchenko National University of Kyiv, Kyiv, Ukraine.
  • Maryna Vasylyeva-Khalatnykova Taras Shevchenko National University of Kyiv, Kyiv, Ukraine.
  • Alla Anatoliivna Zahorodnia National Academy of Pedagogical Sciences of Ukraine, Kyiv, Ukraine.
  • Larysa Davydivna Kostenko Educational Department of Kropyvnytskyi, Kropyvnytskyi, Ukraine.

Resumo

The article presents the possibilities of using digital games in the process of professional training of social educators. It was found that for the development of digital game-centered learning it is necessary to combine the efforts of public, private, charitable and public institutions and organizations that prepare for game design, training, organize exhibitions, competitions, festivals, which is the main direction of modern education as an important component. Competencies of the 21st century were talked about. It is determined that the use of computer games enhances the freedom of experiment, identity and social rewards, deepens personal experience by developing three basic needs for training motivation: competence (student feels the process of acquiring new knowledge and skills); autonomy (the student feels control over the educational process); interconnectedness (the student feels the connection with colleagues during the educational process). It is proved that the use of digital games in the professional training of social educators is an innovative and promising vector for the modernization of the educational process in modern higher education institutions as a whole.

Biografia do Autor

Nadiia Chernukha, Taras Shevchenko National University of Kyiv, Kyiv, Ukraine.
Lyudmila Tokaruk, Taras Shevchenko National University of Kyiv, Kyiv, Ukraine.
Аlla Moskalenko, Taras Shevchenko National University of Kyiv, Kyiv, Ukraine.
Maryna Vasylyeva-Khalatnykova, Taras Shevchenko National University of Kyiv, Kyiv, Ukraine.
Alla Anatoliivna Zahorodnia, National Academy of Pedagogical Sciences of Ukraine, Kyiv, Ukraine.
Larysa Davydivna Kostenko, Educational Department of Kropyvnytskyi, Kropyvnytskyi, Ukraine.

Referências

Bakhov, I., Byrkovych, T., Makarchuk, O., Varyvonchyk, A., & Turchak, L. (2021a). Enhancing cross-cultural competence of students under conditions of limited social communication. AdAlta: Journal of Interdisciplinary Research, 11(1 S18), 51-57.
Bakhov, I, Opolska, N., Bogus, M., Anishchenko, V., & Biryukova, Y. (2021b). Emergency distance education in the conditions of COVID-19 pandemic: Experience of Ukrainian universities. Education Sciences, 11(7), 364. http://dx.doi.org/10.3390/educsci11070364
Berg Marklund, B. (2015). Unpacking digital game-based learning: The complexities of developing and using educational games. Doctoral Dissertation. University of Skövde, Skövde, 302 p.
Bykov, V., Belous, O., & Bogachkov, Yu. (2010). Fundamentals of standardization of information and communication competencies in the education system of Ukraine: Methodological recommendations. Kyiv: Attica, 88 p.
Computer Science Teachers Association [CSTA]. (2017). K-12 Computer Science Standards, Revised 2017. Available: https://www.doe.k12.de.us/cms/lib/DE01922744/Centricity/Domain/176/CSTA%20Computer%20Science%20Standards%20Revised%202017.pdf
Eichenbaum, A., Bavelier, D., & Green, S. (2014). Video games: Play that can do serious good. American Journal of Play, 7, 50-72.
Gee, J. P. (2005a). Good video games and good learning. Phi Kappa Phi Forum, 85(2), 33-37.
Gee, J. P. (2005b). Learning by design: Good video games as learning machines. E–Learning and Digital Media, 2(1), 5-16.
Gee, J. P. (2007). What video games have to teach us about learning and literacy. New York: Palgrave Macmillan, 256 p.
Gee, J. P. (2008). Learning and games. In: Salen, K. (Ed.). The ecology of games: Connecting youth, games, and learning. The John D. and Catherine T. Mac Arthur Foundation series on digital media and learning. Cambridge: The MIT Press, pp. 21–40.
Geta, A. V., Zaika, V. M., Kovalenko, V. V., Kosova, K. O., Leshchenko, M. P., Leshchenko, P. A., Matyukh, Zh. V., Netiosov, S. І., Nosenko, Yu. G., Somenko, D. V., Somenko, O. O., Tarasyuk, M. D., Timchuk, L. I., Chernov, A. A., Shishkina, M. P., & Yatsishin, A. V. (2018). Modern means of ICT support inclusive education: A textbook. Poltava: PUET, 261 p.
Gray, P. (2015). Free to learn: Why unleashing the instinct to play will make our children happier, more self-reliant, and better students for life. 1st ed. Basic Books, 288 p.
Gray, P. (2015, February 20). Cognitive benefits of playing video games: Research shows that video-game play improves basic mental abilities. Available: https://cdn.psychologytoday.com/blog/freedom-learn/201502/cognitive-benefits-playing-video-games
Hangen, T. (2015). Historical digital literacy, one classroom at a time. Journal of American History, 101(4), 1192–1203.
Holovach, N. V., Dmitrenko G. A., & Bakhov, I. S. (2020). Digitalization of the education system: Formation of personality according to parameters. Journal of Advanced Research in Dynamical and Control Systems, 12(SI 04), 849-860.
Levasseur, A. (2012, February 6). Epistemic games are the future of learning, letting students role-play professions. Available: http://mediashift.org/2012/02/epistemic-games-are-the-future-of-learning-letting-students-role-play-professions037/
Makarevich, O. O (2015). Gamification as an integral factor in improving the effectiveness of elements of distance learning. Young scientist, 2(17), 275–278. Available: http://molodyvcheny.in.ua/files/journal/2015/2/357.pdf
McCall, J. (2011). Gaming the past: Using video games to teach secondary history. New York; London: Routledge, 216 p.
Mielkov, Y., Bakhov, I., Bilyakovska, O., Kostenko, L., & Nych, T. (2021). Higher education strategies for the 21st century: philosophical foundations and the humanist approach. Revista Tempos E Espaços Em Educação, 14(33), e15524. https://doi.org/10.20952/revtee.v14i33.15524
Ministry of Education and Science of Ukraine. State Scientific Institution "Institute for Modernization of Educational Content". (2017). Methodical recommendations on the implementation of STEM-education in secondary and out-of-school educational institutions of Ukraine for the 2017/2018 academic year No. 21.1/10-1470 dated July 13, 2017. Available: http://yakistosviti.com.ua/userfiles/file/web-stem-shkola/22-serpnia/Vasilashko-Irina-Pavlivna/1-metod-rekomend-2017.pdf
Mukan, N. V. (2011). Professional development of teachers of secondary schools in Great Britain, Canada, USA: A monograph. Lviv: Lviv Polytechnic, 248 p.
Oxford Analytics. (n.d.). Available: https://www.oxan.com/
Prensky, M. (2006). Don’t bother me mom – I’m learning! Saint Paul: Paragon House Publishers, 350 p.
Prensky, М. (2007). Digital game-based learning. 3rd ed. Saint Paul: Paragon House Publishers, 464 p.
Prensky, M. (2014). The world needs a new curriculum. The Global Future Education Foundation and Institute, 72 р.
Prensky, M. (2016). Education to better their world: Unleashing the power of 21st century kids. New York: Teachers College Press, 144 p.
Quest to Learn (Q2L). (n.d.). Middle School and High School. Available: https://www.q2l.org/
Sbrueva, A. A. (2004). Trends in reforming secondary education in developed English-speaking countries in the context of globalization (90s of the XX - early XXI century): Monograph. Sumy: Kazachiy val, 500 p.
Sergeeva, L. (2014). Gamification: game mechanics to motivate staff. Theory and methods of education management, 2(14). Available: https://lib.iitta.gov.ua/6072/
Shaffer, D. W., Squire, K. R., Halverson, R., & Gee, J. P. (2005). Video games and the future of learning. WCER Working Paper No. 2005-4, 13 p. Available: https://wcer.wisc.edu/docs/working-papers/Working_Paper_No_2005_4.pdf
Shapiro, J. (2018). Digital play for global citizens. New York: The Joan Ganz Cooney Center at Sesame Workshop, 37 p.
Shapiro, J., Salen Tekinbaş, K., Schwartz, K., & Darvasi, P. (2014). The mind shift guide to games and learning. New York: The Joan Ganz Cooney Center, 41 p.
Tkachenko, O. (2015). Gamification of education: formal and informal space. Current issues of the humanities, 11, 303-309.
World Government Summit, Oxford Analytica. (2016). Gamification and the future of education. p. 19. Available: https://www.worldgovernmentsummit.org/api/publications/document?id=2b0d6ac4-e97c-6578-b2f8-ff0000a7ddb6
Publicado
2022-01-31
Como Citar
Chernukha, N., Tokaruk, L., MoskalenkoА., Vasylyeva-Khalatnykova, M., Zahorodnia, A. A., & Kostenko, L. D. (2022). The use of digital games in the professional training of social pedagogues: realities and perspectives. Revista Tempos E Espaços Em Educação, 15(34), e17223. https://doi.org/10.20952/revtee.v15i34.17223