SERIOUS GAMES FOR PROFESSIONAL TRAINING AT THE INFORMATION, LIBRARY, AND ARCHIVE AFFAIRS

Authors

DOI:

https://doi.org/10.28925/2414-0325.2022.133

Keywords:

serious games; game learning; higher education; competencies; value-oriented education; library work; archival work; game design in the teaching disciplines

Abstract

The purpose of the study is to evaluate the experience of implementing serious games into the educational process of a Ukrainian university, because of the impact of the International project “GameHub: cooperation between universities and enterprises in the gaming industry in Ukraine”. Based on this, the expediency of using serious games for the major 029 “Information, library and archival affairs” training as an element of value-oriented education is being substantiated. Examples of serious games are described, which have meaningful potential for training modern library and archive professionals. Games are classified according to hard and soft skills. It is shown that the educational principles of soft games correspond to the strategy of educational programs of the professional library and information sphere of the International Federation of Library Associations and Institutions. It has been found that the existing array of video games refers to the profession cursorily and is oriented towards universal values. Therefore, the relevant competencies' identification that are formed in players and the correspondence tables creation with learning outcomes determined by the standard of education in the specialty is a subjective and multi-interpretive process. Also shown that introducing serious games destroys the formalized relational system of competence education, creating a transition to value-oriented education. And so it changes the established picture of pedagogical education. The experience of implementing serious games into the educational process, because of the International project “GameHub: cooperation between universities and enterprises in the game industry in Ukraine” impact, was analyzed. According to the results of the survey of teachers and students of the department, obstacles that arise in introducing serious games into teaching educational disciplines were revealed. We planned recommendations for higher education teachers to overcome obstacles that arise in using game-based learning.

Downloads

Download data is not yet available.

Author Biography

Tetiana Luhova, Odesa National Polytechnic University, Odesa, Ukraine

PhD candidate in Art history, associate professor, Associate Professor of Information and Media Communication Department

References

Muller P., Chew I. Guidelines for Library Services. 2008. URL: https://repository.ifla.org/bitstream/123456789/605/2/ifla-professional-reports-nr-107-en.pdf .

Chu C.M., Raju J., Cunningham C., Ji J., Jiménez VOR, Slavic A., Talavera-Ibarra A.M., Zakaria S. IFLA Guidelines for Professional Library and Information Science (LIS) Education Programmes. 2022 URL: https://repository.ifla.org/bitstream/123456789/1987/2/LIS%20Guidelines%202022.pdf .

Velayudhan, D., & Thomas, S. Role of technological uncertainty, technical complexity, intuition and reflexivity in project planning–a study on software development projects. International Journal of Project Organisation and Management. 2018. 10 (1). P. 82-92. https://doi.org/10.1504/IJPOM.2018.090377.

Стандарт вищої освіти за спеціальністю 029 "Інформаційна, бібліотечна та архівна справа" для першого (бакалаврського) рівня вищої освіти. Наказ МОНУ № 1378 від 12.12.2018. 2018 URL: https://mon.gov.ua/storage/app/media/vishcha-osvita/zatverdzeni%20standarty/2021/07/28/029-Inform.bibliot.ta.arkh.spr-bakalavr.28.07.pdf .

Nonaka I. The Knowledge-Creating Company. Harvard Business Review. 2007 July–August 162-171.

Ratan R.A., Ritterfeld U. Classifying serious games. In: Serious games. Routledge; 2009. p. 32-46.

Шуляк С.О. Історико-педагогічний аналіз застосування ігрових технологій в процесі бібліотечно-інформаційного обслуговування користувачів бібліотек для дітей (50–80-ті рр. ХХ ст.). Наукові записки. Серія: Педагогічні науки. 2018. 167. C. 112-115.

Долбенко Т.О. Теоретико-методологічні засади прикладних досліджень активізації пізнавальної діяльності дітей [Монографія]. Київський національний університет культури і мистецтв. 2010.

Оніпко Т.В., Козоріз Т.В. Сучасні бібліотечні технології. Сучасний рух науки: тези доп. XI міжнародної науково-практичної інтернет-конференції, 8-9 жовтня 2020 р; 2020. p. 123.

Великосельська О.М. Інновації в методичній роботі бібліотек. 2016. URL: http://lib.khmnu.edu.ua/about_library/naukova_robota/2016/vel_inn.htm . [Cited 2022]

Чурсін М.М., Лугова Т.А., Сілютіна І.М. Комп'ютерні ігри і аутріч-технології у ієрархії контекстів навчання. Духовність особистості: методологія, теорія і практика. 2021. 2.Ч.1.(101). C. 258-269.

Luhova T.A. Development of augmented reality technologies for academic libraries as an experience of synergetic learning. Open educational e-environment of modern University. 2021. C.116-135.

Chursin M., Shevchenko G., Antonenko T., Luhova T. Pedagogical assessment of augmentation. ScienceRise: Pedagogical Education. 2022. 2(47). C.13-19.

Luhova T.A. Journalism education based on serious games. Open educational e-environment of modern University. 2021. C. 92-105.

Luhova T. Serious Games for Recruitment in the New Humanism. In: Bernardes O, Amorim V, editors. Handbook of Research on Promoting Economic and Social Development Through Serious Games. IGI Global. https://doi.org/10.4018/978-1-7998-9732-3.ch017. 2022. p. 375-394.

Лугова Т.А. Геймдизайн орієнтований підхід до розробки навчальних дисциплін закладів вищої освіти. Інформаційні технології і засоби навчання. 2021. 81(1). C. 235-254.

Gee J.P. What video games have to teach us about learning and literacy. 112003rd ed. New Yor: Palgrave Macmillan; 2003.

Wiener N. Machines Smarter than Men? Interview with Dr. Norbert Wiener, Noted Scientist. U.S. News & World Report. 1964 Feb. 24. P. 84-86.

Ingolia N.T., Murray A.W. Positive-feedback loops as a flexible biological module. Current biology. 2007. 17(8). P. 668-677.

Yunyongying P. Gamification: implications for curricular design. Journal of graduate medical education. 2014. 6(3). P. 410-412.

Data Dealer [Digital game]. 2013. URL: https://datadealer.com . [Cited 2022]

Apollo [Digital game]. 2019. URL: https://www.gamesforchange.org/games/apollo/ . [Cited 2022]

Executive Command [Digital game]. 2010. URL: https://www.icivics.org/games/executive-command . [Cited 2022]

MP For A Week [Online game]. 2022. URL: https://learning.parliament.uk/en/resources/mp-for-a-week/ .

Datak [Digital game]. 2016. URL: http://www.gamesforchange.org/game/datak/ . [Cited 2021 Jul 19]

Darfur is Dying [Digital game]. 2006. URL: https://www.gamesforchange.org/game/darfur-is-dying/ . [Cited 2021 Jul 19]

Alba: A Wildlife Adventure [Digital game]. 2020. URL: https://store.steampowered.com/app/1337010/Alba_A_Wildlife_Adventure/ . [Cited 2021 Jul 17]

Activate [Digital game]. 2010. URL: http://www.gamesforchange.org/game/game-3/ . [Cited 2021 Jul 17]

O'Reilly D. EVERYTHING [Digital game]. 2017. URL: https://www.gamesforchange.org/games/everything/ . [Cited 2022]

Escape to the Future [Digital game]. 2019 URL: https://www.gamesforchange.org/games/escape-to-the-future/ . [Cited 2022]

Frostpunk [Digital game]. 2018. URL: https://www.gamesforchange.org/games/frostpunk/ . [Cited 2022]

Stop Disaster. 2018. URL: https://www.stopdisastersgame.org/ . [Cited 2021]

GAMEHUB: University-Enterprises Cooperation in Game Industry in Ukraine. 2018. URL: https://gamehub-cbhe.deusto.es/ua/

Лугова Т.А., Мельник С.П. Картографування знань як інструмент для вивчення інтелектуального потенціалу співробітників ЗОШ та ВНЗ. Наша школа. 2014. С. 29-35.

Brittany, R. J. Gamification apps in libraries. Niche Academy Webinar. 2018. URL: https://cdn2.hubspot.net/hubfs/500824/Gamification%20in%20Libraries.pdf?t=1531494881373

Felker, K. Gamifications in Libraries. In The state of art. 2014. (pp. 19-21). California College of the Arts.

Edwards, D. Fun and games at the libraries. Retrieved from Blog. DCMS Libraries. 2018. URL: https://dcmslibraries.blog.gov.uk/2018/07/13/fun-and-games-at-the-library/

Toccura, P. Libraries and games. Retrieved from Univercity of Toronto library. 2020. URL: https://guides.library.utoronto.ca/c.php?g=448614&p=3508115

Savelyeva N., Gnatyshina E., Uvarina N., Savchenkov A., Pavlova O., Kusarbaev R. Value-Based Training of the Would-be Specialists. Advances in social science, education and humanities research. 2020. P. 306-310.

European Skills, Competences, Qualifications and Occupations. 2022 URL: HYPERLINK "https://ec.europa.eu/social/main.jsp?catId=1326&langId=en" https://ec.europa.eu/social/main.jsp?catId=1326&langId=en .

Міжнародна стандартна класифікація занять (ISCO 08). 2022. URL: https://register.nqa.gov.ua/isco-classifiers.

Frankl V.E. Man's search for meaning. Boston: Beacon Press. 2017.

Bergmann J., Sams A. Flip Your Classroom: Reach Every Student in Every Class Every Day. 1st ed. United States of America: ISTE, ASCD. 2008.

Pedaste M., Mäeots M., Siiman L.A., De Jong T., Van Riesen S.A., Kamp E.T., Manoli C.С., Zacharia Z.C., Tsourlidakid E. Phases of inquiry-based learning: Definitions and the inquiry cycle. Educational research review. 2015. 14. P. 47-61.

Luhova, T. A. Moral and Ethical Scenarios for Educational Computer Games Based on the Robotic Futurology of Stanislaw Lem. In O. Bernardes, V. Amorim, & A. C. Moreira (Eds.), Handbook of Research on Gamification Dynamics and User Experience Design. 2022. (pp. 384-408). IGI Global. https://doi.org/10.4018/978-1-6684-4291-3.ch018.

Брайченко, O. (2018). Гейміфікація: коли книжка перетворюється на гру. URL: http://www.chytomo.com/hejmefikatsiia-koly-knyzhka-peretvoriuietsia-na-hru/

Downloads


Abstract views: 208

Published

2022-11-27

How to Cite

Luhova, T. (2022). SERIOUS GAMES FOR PROFESSIONAL TRAINING AT THE INFORMATION, LIBRARY, AND ARCHIVE AFFAIRS. Electronic Scientific Professional Journal “OPEN EDUCATIONAL E-ENVIRONMENT OF MODERN UNIVERSITY”, (13), 32–52. https://doi.org/10.28925/2414-0325.2022.133

Issue

Section

Статті