THE WAYS OF SERIOUS VIDEOGAMES’ INTEGRATION INTOEDUCATIONAL CONTEXT
Journal Title: Вісник Кременчуцького національного університету імені Михайла Остроградського - Year 2018, Vol 2, Issue 109
Abstract
Purpose. To analyze videogames which are used in governmental and non-governmental organizations, defense institutions and healthcare institutions, marketing, communications, industry, etc. Serious educational videogames are considered unique learning environment, a tool of cognitive, motivational and social influence. One of the latest trend in education is an attempt to modernize learning process via gamification, one of the forms of which is the application of serious videogames to an educational context. That is why this article examines the ways to integrate videogames into educational context with the aim to give educators better understanding of this process. Methodology. The article bears analytical character and is based on the analysis of “Diffusion of Innovations” theory by E. Rogers, the decision-making levels connected with videogames’ integration into specific educational institution (SIIA project), possible scenarios of videogames’ implementation into educational process (according to N. Witton) that are considered to be relevant in the process of serious videogames’ implementation into educational process. Thus, E. Rogers’ theory helps understand how new ideas are generally adopted by a social group or on an individual level. The example of SIIA project describes the decision-making levels and the stakeholders of a particular educational establishment. Finally, videogames’ integrations scenarios designed by N. Witton help educators choose the most appropriate format. Result. We come to the conclusion that an integrated approach application, based on the understanding of diffusion of innovations’ process,the decision-making levels and the knowledge of possible scenarios for videogames’ implementation is the most optimal combina-tion. Originality of the carried out analysis is in the attempt to promote the idea of serous videogames’ application to Ukrainian educational context and the design of possible ways to achieve this goal, and, ultimately, to contribute to the dialogue on what makes effective teaching in the XXI century.
Authors and Affiliations
А. Tokareva
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