Abstract

This article explores the issue of organizing the student e-sport community. The purpose of this article is to determine the effective way of organizing the e-sport sphere at a university, which will contribute to the social education of students involved in computer sport. The point of the article is the contradiction between the popularity of e-sport among young people and the insufficient theoretical elaboration of its possibilities for the social education of students. Based on the experience of a particular educational organization, the content of various activities of students interested in computer sport is disclosed. The author took four main types of activity as a basis, which were subsequently refined and expanded: e-sport-training activity; competitive activity; activity aimed at promoting e-sport; background activities and background sports. The activities carried out in the computer sport sphere were classified and analyzed depending on the modes of operation proposed by B. V. Kupriyanov. In conclusion, the main findings are drawn, confirming the educational possibilities of computer sports as an effective tool for social education of students.

Highlights

  • The author took four main types of activity as a basis, which were subsequently refined and expanded: e-sport-training activity; competitive activity; activity aimed at promoting e-sport; background activities and background sports

  • В. Использование интересов студентов-киберспортсменов в базовой реальности для создания условий социального воспитания // Ребенок в современном образовательном пространстве мегаполиса: материалы IV Всерос

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Summary

Introduction

В заключение формулируются основные выводы, подтверждающие образовательные возможности компьютерного спорта как эффективного инструмента социального воспитания студентов. Целью нашего исследования является определение различных режимов практического развития компьютерного спорта в вузе, которые будут способствовать социальному воспитанию студентов, на основе организации социального опыта студентов-киберспортсменов. Исходя из опыта развития компьютерного спорта в МГТУ «СТАНКИН» мы выделили следующие виды деятельности студентов: тренировочную деятельность; соревновательную деятельность; деятельность, направленную на продвижение киберспорта; фоновые виды деятельности и фоновые виды спорта.

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