Psychology of the game and game content of other activities

2020 ◽  
Vol 2 (80) ◽  
pp. 71-88
Author(s):  
Viktor Moskalets

The essential psychological properties of any activity are in its motivation and, consequently, in the goals that direct the subject to it as to a means of achieving them. The core of game activity motivation (game) are positively colored emotional experiences that actually arise in a person (consolation from excitement, spiritual uplift, etc.). Acquisition and use of material goods and / or social benefits do not appear to be its defining motives. And the game does not belong to the future or the past, but only to the present – to its very own course “here and now”. However, such motivational foundation is inherent not only to the game, but also to some other activities. The so-called game means used by other activities are divided into two types – educational-developmental (training, role, business, etc.) and psycho-correctional. In a subject who seeks to use such means effectively should dominate a motivation that corresponds to their purpose. Differentia specifiс of game activity is a creation of purely game pretended situations. Namely, this property is the predicate-discourse basis of the denotation of the term “game”. It is from “pretendness” that those connotative meanings of it and other associations are formed, which create definitive relativism in the semantic field of game activity. A notable condition of the played situations are the rules that provide the game order, while deviations from this order spoil and devalue the game. Like taboos and imperatives of all forms of regulation, the rules of the game do not allow and require self-restraint, which does not stimulate positively colored emotional reactions, because they limit the freedom of action. However, the subject accepts these rules voluntarily and gladly follows them, experiencing “courage” and demonstrating his mental and physical abilities (intelligence, agility, etc.), especially when his game impresses with skill, beauty, and admiration. It is noted that dizzying and amusing situations are essentially not games, but actually entertainment. It is claimed that the game itself and the game content of other activities contain a very noticeable developmental-educational potential, contributing to the successful mastering knowledge, skills, abilities and competencies by a person. First of all, we talk about such teaching methods as business and role-playing games, military training maneuvers, the specialists’ activity in special conditions. At the same time, game psycho-correctional methods, captivating each participant with their game content are designed to help him get rid of the consequences of mental traumas he suffered in life, or “slow down” in his psyche positive, but depressed, inhibited, properties. Therefore, the consolation, the pleasure of such self-purification is the psychological filling of the game content of these techniques. In addition, it is proved that the game develops aesthetic sensitivity – the ability to perceive beauty and enjoy it through the mediation of system, order, harmony and other aesthetic properties. Thus, the game is not only the absence of internal coercion, but also freedom of spirit, the release of mental energy. For example, the subject is immersed into virtual freedom of spirit both during creation and in the situation of perception of art, which pleases and attracts him by this very process. Anyway, a person is amused (“encouraged”) by his living spirit, the ability of his spirituality in empathic responses to artistic images. This basic content of motivation of artistic-aesthetic activity is semantically related to the game motivation. It is argued that the game and religion have similar properties: pretended situations, obligatory conditionalities, positive emotional coloring of the action process. However, this assimilation is the result of a purely theoretical understanding, while the full picture of the existence of the game is much more complex.

ICONI ◽  
2019 ◽  
pp. 116-127
Author(s):  
Liudmila N. Shaymukhametova ◽  

The methodological elaborations of the rubric of the journal “My fi rst transcriptions” will present examples from assignments from the attempts of creative work of beginning pianists with the musical text. The offered assignments carry the aim of teaching certain universal techniques of artistic transformation of the composer’s primary text. The fi rst article devoted to this subject matter examines the register allocation and the doubling which were applied in everyday music-making in the 16th and 17th centuries during the varied re-exposition of the clavier text into various ensembles. The technique of their application is simple and accessible to contemporary listeners as well; it presumes the utilization of timbral possibilities of the present-day piano and keyboard synthesizer. At the basis of the elaboration of the assignments there are fragments of J.S. Bach’s instructive compositions from such compilations as “Kleinen Preludien und Fugen,” “Klavierbüchlein für Wilhelm Friedemann Bach,” as well as the “French Suites,” all of which assume a transformation of the clavier text for performing it in various variants and instrumental ensembles. These are the introductory pieces to the cycles: the preludes, fantasies or the pieces in the dance genres.The lessons are organized in the piano classes upon the conditions of “sight-reading” either in a solo manner, or with participation of partners in the form of intonational etudes. The analysis of the semantic structures applies role playing games in the subject matter of “I am playing the organ,” “there is a rehearsal of a historical orchestra going on,” “Trio for two fl utes and cello,” etc.


2021 ◽  
Vol 2 (1) ◽  
pp. 67-74
Author(s):  
Arina Shurygina ◽  

Local history as a kind of public history is gaining more and more popularity among researchers every year, because awareness of local historical experience is a tool for regional and personal self-identification, a way to define oneself, one’s uniqueness in the large multicultural world. Based on the study of the role-playing movement, it is possible to trace not only any peculiarities of the Krasnoyarsk cultural processes, but also to understand what influence the events of the “big” history had on the local history of the development of the role-playing movement in the Krasnoyarsk Territory in a specific cultural and historical period. The aim of the study is to reconstruct significant cultural events that contributed to the creation of the role movement, the influence of the socio-cultural environment on the role movement in the region, as well as to record the events characteristic of this subculture through the analysis of interviews with people participating in these events. The object of the study is the role-playing movement of Tolkienists in the Krasnoyarsk Territory, while the subject of the history (interviews) of informants who stood at the origins of the role-playing movement in the Krasnoyarsk Territory in the 1980s-90s. To conduct the study, the following tasks were set: conducting an interview with participants in the role movement as a subculture characteristic of the Soviet period in the history of the culture of the Krasnoyarsk Territory, and interpreting the received empiric material and identifying the features and trends in the development of the role movement subculture.


Author(s):  
Светлана Токмакова ◽  
S. Tokmakova ◽  
Ольга Бондаренко ◽  
Ol'ga Bondarenko ◽  
Татьяна Воблова ◽  
...  

The manual is designed to study the diagnosis, differential diagnosis, prevention and treatment of diseases of the oral mucosa. In the formation of a text base tutorials used program of discipline "Stomatology" module "Gerontotechnology and diseases of the mucous membranes of the oral cavity". All the themes associated with the programs, the curricula of training on discipline "Stomatology" and the professional standard "dentist". In accordance with the requirements of the GEF, in the educational process are widely used active and interactive forms of training, such as group discussions, role-playing games, solving situational problems, etc. Independent work of students involves preparing for practical training in the system of distance learning agmu (Moodle). For persons with disabilities of the musculoskeletal system and persons with disabilities provides the opportunity to remotely familiarize themselves with the materials of classes, as well as testing on the topics of practical training in Moodle. Manual allows to deepen knowledge on the subject "Dentistry" module "Gerontotechnology and diseases of the mucous membranes of the mouth" with the formation of students ' skills of independent synthesis of a coherent picture of the subject. The textbook consists of an introduction, chapters, control tasks, conclusion, standard answers to control tasks, references and abbreviations. For ease of perception, a uniform organization and categorization of the text of all chapters has been introduced. At the end of each Chapter, control questions, test tasks and situational tasks are proposed, aimed at consolidating the material and assessing the effectiveness of mastering the studied topic. Situational task contains: the patient's complaints, anamnesis, data of objective examination and the assignment to her. For self-control of students in the manual answers to test tasks and situational tasks. The publication is intended for students of dental faculties of medical schools, as additional literature and to prepare for GIA.


Author(s):  
Olgа V. Minovskaia ◽  
Alexander A. Turygin

The article considers the activities of author’s camps in Kostroma region as one of the practices of non-formal education. The task of the research is to understand how the educational process is organised in the author’s camps. The research base is the author's camp of role-playing games «Centaur» and the experience of the pedagogic team in developing and conducting thematic shifts for teenagers in 2009-2020. The educational technology is a situational epic role-playing game with a historical plot. Authors analyse five cases that demonstrate the logic of the emergence of educational effects in teenagers directly during the event and upon its completion. The content of the cases relates to the subject of the event, specifics of situational-role-playing game, additional classes offered to teenagers; non-directive requirements addressed to the participant. The article defines mechanisms of interaction between the teenager and the informal educational environment of the author's camp (challenge and resonance). The challenge mechanism assumes that elements of the non-formal educational environment provoke participant’s activity, causing various experiences (not only of a positive nature). Accepting the challenge, the teenager takes a subjective position and makes efforts to achieve the chosen goal. The resonance mechanism demonstrates that when meeting with elements of an non-formal educational environment, the teenager discovers those to which it feels a positive emotional response. Estimating the comfort of the environment and the fascination of classes, the teenager seeks to master new skills, achieve skill in solving the required tasks. Both mechanisms work in an non-formal educational environment, where the involvement of the child in the educational process expects selectivity and volunteerism.


Author(s):  
I. Mamchur

The article specifies that socio-psychological peculiarities of senior pupils' gaming activity became apparent through the interaction of its participants, the organization of a certain community of individuals, the formalization of a collective entity, which is characterized by integrity and ability to function jointly; determined the necessity of using interactive role-playing games in the educational process; first, on the basis of theoretical, applied aspects of the psychological phenomenon of business game, the preconditions for self-knowledge by senior pupils through game activity are determined;


2020 ◽  
Vol 1 (1) ◽  
pp. 28-33
Author(s):  
Iu. V. Amelina ◽  
R. V. Amelin

The article discusses the prospects of role-playing games in the educational process to increase students’ motivation and involvement, as well as the possibility of modern information technologies (primarily social networks) for constructing innovative forms of such games. The author’s format of the live-action role-playing game is presented. It was developed and tested at the Saratov State University. It involves the integration of numerous educational tasks into a single plot, within which each participant plays a role and communicates with other participants to complete tasks. The main interaction, plot development and group activities occur in dialogs, conversations and groups of social networks. This approach has shown its viability in teaching legal disciplines, and also has prospects for use in IT education.


1970 ◽  
Vol 8 (1) ◽  
pp. 165-172
Author(s):  
Оксана Воронкевич

У   статті   актуалізовано   проблему   поширеності   шкільного   насильства   у   середовищі   учнів  початкових класів. Особлива увага звертається на необхідність діалогічної взаємодії учасників освітнього  процесу як необхідної умови попередження насилля у школі.  Опираючись на результати власного дослідницького пошуку, автор пропонує варіант програми  психологічної профілактики шкільного насильства вчителів стосовно учнів. Дана програма спрямована на  формування  у  педагогів  навичок  глибинного  самопізнання  й  пізнання  дітей,  апробування  нових  форм  поведінки та базується на ідеї діалогізації педагогічної взаємодії, оскільки важливо налагодити суб’єкт- суб’єктну взаємодію учня та вчителя й не використовувати монологічну модель спілкування. Наголошено,  що педагоги повинні стимулювати будь-які прояви суб’єктної активності дітей, що сприяють виробленню  у них адекватної оцінки себе та свого оточення, розвитку здатності до самовизначення. Відзначено, що  для   діалогічного   освітнього   середовища   характерними   є   такі   властивості,   як   різноманітність,  динамічність, напруженість, достатність, кожна з яких сприяє високій ефективності освітньої взаємодії,  здійснює істотний вплив на розвиток особистості. Під час занять використано різні тренінгові методи:  рольові ігри, міні-лекції, мозковий штурм, обговорення в загальному колі тощо. Разом із тим поширено  інформацію з актуальних для педагогів питань спілкування з дитиною без агресії, злості та конфлікту.  Представлено  результати  успішної  апробації  програми  психологічної  профілактики  шкільного  насильства  з  боку  вчителів,  що проявилися в розумінні важливості толерантного ставлення до учнів,  набутті практичних умінь відчувати психологічний стан іншої людини та адекватно реагувати на нього,  виявляти доброзичливість, прихильність до школярів та надавати їм необхідну допомогу.  The article actualizes the problem of the prevalence of school violence among elementary school pupils.  Special attention is drawn to the need for dialogical interaction of participants in the educational process as a  necessary condition for preventing violence in school.  Relying on the results of his own research, the author suggests a variant of school violence psychological  prevention program of teachers in relation to pupils. This program is aimed at educating the students the skills of  deep self-cognition and cognition of children, testing new forms of behavior and is based on the idea of pedagogical  interaction dialogization, since it is important to establish subject-subject interaction between the pupil and the  teacher and not use the monologue model of communication. It is highlighted that teachers should stimulate any  manifestation of children's subject activity, which helps to develop an adequate assessment of themselves and their  environment, development of self-determination ability. It is noted that a dialogical educational environment is  characterized by such attributes as diversity, dynamism, intensity, sufficiency, each of them contributes to the high  effectiveness of educational interaction, have a significant impact on the development of personality. During the  classes various training methods were used: role-playing games, mini-lectures, brainstorming, discussions in the  general circle, etc. At the same time, information on relevant for teachers issues about communicating with a child  without aggression, anger and conflict is propagated.  Was presented results of successful approbation of the school violence psychological prevention program  from teacher’s part, manifested in the understanding importance of the tolerant attitude towards pupils, acquiring  practical skills of feeling the another’s person psychological state and react adequately to it, showing benevolence,  adherence to schoolchildren and providing them the necessary assistance. 


Temática ◽  
2018 ◽  
Vol 14 (3) ◽  
Author(s):  
Naiade Caparelli

O crescente desenvolvimento tecnológico tem transformado as diversas mídias do cotidiano. As mídias analógicas ganharam suas versões digitais e, junto com essa transformação, as características presentes nos primeiros meios também têm se reconfigurado para o digital, mostrando uma possível relação entre as novas e velhas mídias. O mesmo acontece com os jogos, em que os modelos analógicos constantemente influenciam as novas versões. Desta forma o presente artigo tem como objetivo entender como os livros-jogos analógicos se relacionam com os Role-playing games eletrônicos. Para compreender como ocorreu essa relação, foi necessário realizarmos uma comparação entre as diferentes modalidades de épocas distintas. Através desta pesquisa, foi possível demonstrar não somente a relação mútua dos livros-jogos com o RPG eletrônico atual, como também, de forma geral, entender como as novas mídias se apropriam de recursos de outros meios.Palavras-chave: Livros-jogos. RPG. Videogames.


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