Prospects for the development of educational computer games in the context of the theory of the "state of flow" by M. Csikszentmihalyi
- Authors: Khasieva M.A.1
-
Affiliations:
- Issue: No 3 (2024)
- Pages: 16-26
- Section: Articles
- URL: https://journals.rcsi.science/2454-0676/article/view/369698
- EDN: https://elibrary.ru/XDDSJH
- ID: 369698
Cite item
Full Text
Abstract
The subject of the study concerns one of the most significant problems of computer gamification of education – the question of criteria for the development and evaluation of educational computer games, including optimization of their game mechanics, game structure and forms of integration of players into their space, taking into account their specifics, goals and main educational purpose. The concept of "game flow", which originated in the gaming industry under the influence of the theory of the "state of flow" by M. Csikszentmihalyi, represents an original interpretation of the criteria of internal motivation of human activity and, as the goal of game design, assumes the achievement of the highest immersiveness of the game and the creation of space for the construction of meanings. The concept of game flow is widely used in modern trends in the development of educational games: the use of innovative game mechanics that complement and enrich the traditional and most common model of PBL gamification and allow achieving the greatest human involvement in the process of playing and learning is gaining great promise in them. The article uses a comprehensive methodological approach, including a descriptive method applied to various concepts of learning gamification and motivation theories, as well as a comparative and hermeneutic analysis of research on the development of educational computer games. The scientific novelty of the research is due to the correlation of the concept of game flow and the theory of the state of flow by M. Csikszentmihalyi with the main tasks of educational games and trends in their development. The conclusions of the article state that the development of virtual, augmented and mixed reality technologies, 3D visualization, and the improvement of computer graphics open up new prospects for the use of computer games in education, including in the humanities. Despite the fact that the issue of determining the prospects for the development of computer learning games is solved in modern pedagogy by studying the mechanisms of formation of internal motivation and involvement in learning, the theory of the "state of flow" by M. Csikszentmihalyi is of great interest in this sense. Optimization of the game mechanics of modern educational computer games is aimed at personalization, creating a space of free choice for the player and involves individual selection of the level of difficulty of tasks. These and other characteristics of game design can significantly improve the effectiveness of training.
References
Александрова Л.А. Концепция «потока» в свете зарубежной и отечественной психологии: история возникновения, современное состояние и перспективы развития теории // Современная зарубежная психология. 2022. Том 11. № 3. С. 152-165. Асташова Н. А., Бондырева С. К., Попова О. С. Ресурсы геймификации в образовании: теоретический подход // Образование и наука. 2023. Т. 25, № 1. С. 11-45. Банных Г.А., Костина С.Н. Цифровой университет: подходы к концептуализации понятия. Образование и наука. 2022. 24(10). C. 10-32. Бочавер К.А., Нартова-Бочавер С.К. Обзор книги «Поток: психология оптимального переживания» М.Чиксентмихайи [Электронный ресурс] // Клиническая и специальная психология. 2012. Том 1. № 1. URL: https://psyjournals.ru/journals/cpse/archive/2012_n1/49979 (дата обращения: 30.01.2024) Ветушинский А. С. Больше, чем просто средство: новый подход к пониманию геймификации // Социология власти. 2020. № 32 (3). С. 14-31. Выготский Л.С. Игра и ее роль в психическом развитии ребенка. // Вопросы психологии, 1966. № 6, С. 62-68. Маклюэн, М. Понимание Медиа: внешние расширения человека / Пер. с англ. В. Г. Николаева. М. 2007. Котенко В.В. Применение VR-инструментов в контексте геймификации и внедрения игровых механик в образовательной сфере // Современное образование. 2022. № 3. С. 1-8. doi: 10.25136/2409-8736.2022.3.35587 EDN: LTRJQM URL: https://e-notabene.ru/pp/article_35587.html Медиафилософия ХII. Игра или реальность? Опыт исследования компьютерных игр. / Под общ.ред.: Савчук В.В. Спб.: Фонд развития конфликтологии, 2016. Чиксентмихайи М. Поток: психология оптимального переживания. М., 2011, 280 c. Чиксентмихайи М. Эволюция личности. М., 2013, 420 с. Хёйзинга Й. Homo ludens. Человек играющий. СПб., 2011. 350 c. Berne, Eric. Games people play: the psychology of human relationships. Grove Press, Inc. 1966. 250 p. Bond M., Beale, R. What makes a good game: Using reviews to inform design. // In Proceedings of the 23rd British HCI Group Annual Conference on People and Computers: Celebrating People and Technology (BCS-HCI'09). British Computer Society, Swinton, UK, 2009. pp. 418-422. Chukwu, James. The Effectiveness of Gamification in Online Learning // Journal of Online and Distance Learning, 2024. No 3. 53-65. Kirillova, N. B., Lyapustina, P. A. Virtual museum as a new model of communicative culture and museum pedagogy prospects // Perspektivy nauki i obrazovania – Perspectives of Science and Education, 2023. No. 63 (3), pp. 662-675. Ryan Wedoff, Lindsay Ball, Amelia Wang, Yi Xuan Khoo, Lauren Lieberman, and Kyle Rector. Virtual Showdown: An Accessible Virtual Reality Game with Scaffolds for Youth with Visual Impairments. // Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems (CHI '19), 2019. 15 p. Sutton-Smith, B. The Ambiguity of Play / Harvard University Press, 2009. 288 p. Shabalina, D. A., Soboleva, E. V., Shilova, Z. V., Gavrilovskaya, N. V., & Snezhko, V. L. The usage of augmented reality technology tools as an important condition for the training of specialists in the field of culture // Perspektivy nauki i obrazovania – Perspectives of Science and Education, 2023. 61 (1), 537-553. Sweetser, P. Johnson, D. Wyeth. GameFlow in Different Game Genres and Platforms // Computers in Entertainment. 2017, 15, 1-24. Sweetser, P., Rogalewicz, Z., Li, Q. Understanding Enjoyment in VR Games with GameFlow / VRST '19: 25th ACM Symposium on Virtual Reality Software and Technology, 2019, 1-2. Walther J. B., Whitty M. T. Language, Psychology, and New Media: The Hyperpersonal Model of Mediated Communication at Twenty-Five Years. // Journal of Language and Social Psychology, 2021. vol. 40(1), pp. 120-135. Wouters, P., van Oostendorp, H., van Nimwegen, C., & van der Spek, E. D. A meta-analysis of the cognitive and motivational effects of serious games // Computers and Education, 2013. 60, 1, January.
Supplementary files
