RU

Keyword: «computer game»

this article presents the results of studies of the level of development of gaming computer addiction in younger adolescents. The data obtained are analyzed both in terms of the level of development of a gaming computer addiction, and for each of its indicators. A psychological interpretation of the results obtained, including an analysis of the causes of gaming computer addiction in adolescents, is given.
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The computerization of society and subsequent globalization made it necessary to cultivate patriotism in every member of the modern society. At the same time, it is necessary to implement this process using ICT today. This is especially appropriate for children who meet every day with a gadget, computer or TV. The software tool that children prefer most is a computer game. We suggest that computer games are an effective means of patriotic education for primary school students. A huge interest in such games among children, as well as their demonstrativeness and interactivity, allow us to evoke the necessary feelings and emotions in the child and direct them to the required actions. The article presents an analysis of works devoted to the formation of patriotism: the essence of patriotism, patriotic education is studied; the principle of natural conformity is defined as the main one in the formation of patriotism; taking into account its principles, we analyzed the approaches to determining the purpose, content, methods, forms and means of patriotic education of primary school students. Based on the results of the analysis, we formulated the principles on the basis of which we designed a six-component theoretical model for the formation of patriotism in primary school students by means of computer games. The formation of patriotism is carried out in the course of patriotic education. This process is continuous and is carried out in stages in accordance with the age periods of a person's life. In the theoretical model, the goal is presented taking into account the FSES of primary general education. Based on the goal and component composition of patriotism, the content and diagnostic tools for evaluating the possible result are determined. The main tools in the model are computer games about the native region and the Fatherland. Their opportunities for implementing patriotic education of primary school students are described. The formation of patriotism by means of computer games can be carried out using various methods in the classroom form of training in full-time, distance and mixed formats. The teacher provides the game with a discussion with explanations and additions. Based on the theoretical model, a methodological map was worked out for the formation of patriotism as love for the native region, the Tula region, among primary school students. The worked out map includes methodological support for the implementation of the process of inspiring patriotism in younger students by means of designed computer games about the Tula region and it can be used in school practice. The study is theoretical in nature and it requires experimental confirmation.
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The article relevance is determined by the search for new methods of involving college and university students in patriotic education through working with the materials developed in English. In the authors’ opinion, usage of an educational computer game can be such an innovative method. The purpose of the study is to identify the particularities of using such games, approaches for deeper emotional involvement of young people in gaming activities, and to clarify the content of the stages/phases of game development. Research methods and materials include analysis of foreign and domestic scientific and methodological literature on the use of computer games for educational purposes, clarification of the content of development and integration phases, and analysis of the use of the computer game developed. The results of the study highlighted the particularities of computer games for patriotic education of Russian youth. Firstly, at the stage of initiating of a computer game development, pedagogical goals should be formulated, as they determine the genre of the game, its mechanics, the sequence of historical situations for visualization in graphic form. Secondly, patriotic messages in a computer game can be delivered by means of computer graphics. Thirdly, the authors recommend to supplement the alpha version of the educational computer game with an independent review, evaluation and certification. Finally, the study showed that the teacher during the communication with the students participating in gaming activity should follow the principles of pedagogical ethics: providing clear instructions on how to pass through the game; respect for students independence, their focus on success; providing a sound feedback and valuable comments both on the topic of the game itself, and on technical issues or assessment of cognitive activity; voluntary participation and confidentiality should be ensured as well. Under the circumstances of distance learning, such games can be a drive for young people to gain experience in using digital Internet resources, for organizing discussions in English devoted to memorable dates of the Russian history during English classes.
The article analyzes the relationship between the passion for computer games and additive and delinquent behavior. The authors consider the differences between these features in male and female subjects.