Публікація:
Використання ігрових медіатехнологій в освітньому процесі вищої школи

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DOI

https://doi.org/10.52058/2786-6165-2022-2(2)-226-238

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Видання

Причорноморський науково-дослідний інститут економіки та інновацій

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Організаційні одиниці

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Анотація

The article substantiates the relevance of the study of the problem of practical implementation of the game paradigm and gamification of the educational process of higher education as tools for meeting social demands, needs and interests of applicants, activating their cognitive activity. It is noted that the use of gaming media technologies in educational practice is due to the need to activate the internal resources of applicants, the development of their creativity and creative self-realization. It is emphasized that the tools of gamification are used as effective ways to obtain information, to establish interactive interaction between the subjects of the educational process. The game format of media technologies is becoming a trend in modern online education. The purpose of the article is to reveal the features of the use of gaming media technologies in the educational process of higher education. Characterized by virtual and augmented reality media technologies, interactive long grid, spatial mapping, media testing. The experience of using the creative potential of gaming media technologies is summarized - "Virtual performance", "Hologram", "Cyberformance", "Instaseries", "Insta-marathon". The role of game media technologies in the realization of the psychological influence of digital art on the manifestations of creative imagination and fantasy, the development of figurative thinking and creative self-expression is revealed. It is emphasized that the combination of creative performance and technological solutions of digital art (creation of video projection, hologram, computer graphics, sound palette, installations, performance, editing, special effects) promotes the formation of original digital ideas, the ability to model three-dimensional art space. The principles of operation of the program "TouchDesigner", which has unlimited opportunities for creative self-realization of the individual, are considered. The conclusions note the practical significance of the use of gaming media technologies as an effective tool for creative development of the individual in the educational process of higher education. It is proved that the use of gaming media technologies contributes to the creation of virtual, augmented or mixed reality, the establishment of communicative interaction in a multi-channel format, understanding the value of samples of modern art and aesthetics of high art.

Опис

Бібліографічний опис

Сова М. О. Використання ігрових медіатехнологій в освітньому процесі вищої школи / М. О. Сова, С. О. Дєніжна // Інноваційна педагогіка. – 2020. – Вип. 29., Т. 1. – С. 179–185.

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