Abstract

Introduction. Modern methods of teaching economics should take into account the high degree of media involvement of a person and include innovative forms of media-textual support of educational practices. Due to their original semiotic structure and effective rhetorical possibilities, video games contain special educational potential. The main purpose of our research is to investigate strategies for integrating video game cybertexts into the practice of teaching economics at different educational levels. Materials and Methods. Methodologically, the study is based on the multimodal approach to understanding the semiotic structure of video games by J. Hawreliak and W. Toh, as well as the procedural-rhetorical optics of interpreting the medial nature of video games by I. Bogost and simulation theory by G. Frasca. In the practicalpedagogical dimension, the work is based on M. Prensky's Digital Game Based Learning methodology, and a classification approach and comparative analysis method are applied. Results. The multimodal structure of video games forms special semiotic ensembles capable of broadcasting information in a multitude of sign modes. Most economic games are virtual simulations of business and resource management. The disadvantages of the architectonics and nature of their simulations include: reductionism, algorithmicism, unrealistic behaviour of economic agents and temporal inauthenticity. The comparative analysis of empirical results demonstrates that the use of video-game cybertexts led to a noticeable increase (especially among students) in the degree of interest in learning the basics of economics and financial literacy. At the end of the experiment there was a significant (58-61%) increase in positive attitudes towards video games as educational cybertexts, the vast majority of students (87-92%) recognised the methodological DGBL-integrations as useful for them. The results of the qualitative test of knowledge test indicate a rather high (72-81%) efficiency of studying a number of thematic sections of economics and financial literacy on the basis of DGBL methodology. Conclusion. It is recommended to include sections (first of all, on competence-based study of business strategies and resource management) based on the study of videogame cybertexts in the working programmes of disciplines on economic topics for higher and additional professional education systems. To increase the effectiveness of educational practices, it is necessary to accompany the educational work with video games with specialised software with methodological orientation.

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