Features of gamification component introduction during the development of constructive strategies for overcoming youth life crises

Information technology is becoming an increasingly important part of the lives of today's youth, opening up numerous opportunities for its application in various fields of public practice. The statistics presented in the article on the increasing demand for gaming IT industry products update t...

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Main Authors: Hanna B. Varina, Viacheslav V. Osadchyi, Olga A. Goncharova, Serhii M. Sankov
Format: Article
Language:deu
Published: Academy of Cognitive and Natural Sciences 2022-06-01
Series:Освітній вимір
Subjects:
Online Access:https://acnsci.org/journal/index.php/ed/article/view/519
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author Hanna B. Varina
Viacheslav V. Osadchyi
Olga A. Goncharova
Serhii M. Sankov
author_facet Hanna B. Varina
Viacheslav V. Osadchyi
Olga A. Goncharova
Serhii M. Sankov
author_sort Hanna B. Varina
collection DOAJ
description Information technology is becoming an increasingly important part of the lives of today's youth, opening up numerous opportunities for its application in various fields of public practice. The statistics presented in the article on the increasing demand for gaming IT industry products update the search for ways to incorporate gamification components in the educational space in order to optimize the process of professional development of a competitive specialist. The article considers the incorporation of gamification into the educational process of higher education institutions in order to develop stress resistance in individuals as a factor in selecting constructive strategies for overcoming life crises in young people. The concept of gamification is investigated using scientific research analysis. The benefits of gamification in the educational and psychocorrectional processes are established. The use of simulator games with augmented and virtual reality elements in the process of developing constructive coping strategies of individual behavior in uncertain situations and overcoming life crises is supported. The article describes the experience of interdisciplinary research at Bogdan Khmelnytsky Melitopol State Pedagogical University's STEAM-laboratory, Laboratory of Psychophysiological Research, and Laboratory of Health Psychology. The paper describes in detail the step-by-step empirical study on the incorporation of gamification components as well as augmented and virtual reality technologies into a comprehensive training program aimed at developing resilience, emotional stability, and as a predictor of constructive strategies for overcoming life crises in young people. The implementation of the experience is described in the stages of ascertaining and shaping the study. According to the findings, implementing a psycho-correctional program with gamification elements aided in increasing the individual's emotional stability and stress resistance. Representatives of the experimental group, who received active training using gamification elements and AR/VR technologies, demonstrated significant differences in the choice of constructive strategies for overcoming life crises when compared to the control group, which did not receive training.
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spelling doaj.art-72749b10cf7a464583f45a487cf8b6052023-10-28T18:52:50ZdeuAcademy of Cognitive and Natural SciencesОсвітній вимір2708-46042708-46122022-06-01610.31812/educdim.4454518Features of gamification component introduction during the development of constructive strategies for overcoming youth life crisesHanna B. Varina0Viacheslav V. Osadchyi1Olga A. Goncharova2Serhii M. Sankov3Bogdan Khmelnitsky Melitopol State Pedagogical University Bogdan Khmelnitsky Melitopol State Pedagogical University Bogdan Khmelnitsky Melitopol State Pedagogical University Tavria State Agrotechnological University Information technology is becoming an increasingly important part of the lives of today's youth, opening up numerous opportunities for its application in various fields of public practice. The statistics presented in the article on the increasing demand for gaming IT industry products update the search for ways to incorporate gamification components in the educational space in order to optimize the process of professional development of a competitive specialist. The article considers the incorporation of gamification into the educational process of higher education institutions in order to develop stress resistance in individuals as a factor in selecting constructive strategies for overcoming life crises in young people. The concept of gamification is investigated using scientific research analysis. The benefits of gamification in the educational and psychocorrectional processes are established. The use of simulator games with augmented and virtual reality elements in the process of developing constructive coping strategies of individual behavior in uncertain situations and overcoming life crises is supported. The article describes the experience of interdisciplinary research at Bogdan Khmelnytsky Melitopol State Pedagogical University's STEAM-laboratory, Laboratory of Psychophysiological Research, and Laboratory of Health Psychology. The paper describes in detail the step-by-step empirical study on the incorporation of gamification components as well as augmented and virtual reality technologies into a comprehensive training program aimed at developing resilience, emotional stability, and as a predictor of constructive strategies for overcoming life crises in young people. The implementation of the experience is described in the stages of ascertaining and shaping the study. According to the findings, implementing a psycho-correctional program with gamification elements aided in increasing the individual's emotional stability and stress resistance. Representatives of the experimental group, who received active training using gamification elements and AR/VR technologies, demonstrated significant differences in the choice of constructive strategies for overcoming life crises when compared to the control group, which did not receive training. https://acnsci.org/journal/index.php/ed/article/view/519gamificationstress resistancelife crisescoping strategies for overcoming life crisessimulation gamesaugmented reality technology
spellingShingle Hanna B. Varina
Viacheslav V. Osadchyi
Olga A. Goncharova
Serhii M. Sankov
Features of gamification component introduction during the development of constructive strategies for overcoming youth life crises
Освітній вимір
gamification
stress resistance
life crises
coping strategies for overcoming life crises
simulation games
augmented reality technology
title Features of gamification component introduction during the development of constructive strategies for overcoming youth life crises
title_full Features of gamification component introduction during the development of constructive strategies for overcoming youth life crises
title_fullStr Features of gamification component introduction during the development of constructive strategies for overcoming youth life crises
title_full_unstemmed Features of gamification component introduction during the development of constructive strategies for overcoming youth life crises
title_short Features of gamification component introduction during the development of constructive strategies for overcoming youth life crises
title_sort features of gamification component introduction during the development of constructive strategies for overcoming youth life crises
topic gamification
stress resistance
life crises
coping strategies for overcoming life crises
simulation games
augmented reality technology
url https://acnsci.org/journal/index.php/ed/article/view/519
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AT olgaagoncharova featuresofgamificationcomponentintroductionduringthedevelopmentofconstructivestrategiesforovercomingyouthlifecrises
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