Abstract

The article analyzes the general approaches to the problem of the use of gaming technologies in working with the servicemen the combatants. There are presented in the research various scientific approaches to the essence of the concept of “game”. It is a special pedagogical creation; a manifestation of individual and collective game activity; an expression of a person’s attitude to an event, processes, phenomena; a mean of obtaining social experience. It is characterized gaming technologies as a group of methods and techniques for organizing a rehabilitation process in the form of various games. The advantages of gaming technology during the rehabilitation of a serviceman are the ability to obtain knowledge and form appropriate skills; to make a decision; to evaluate own actions and actions of partners; to develop a strategy and tactics of their own actions. It is established that in conducting any kind of games with the combatants it is necessary to observe the technology. The technology involves three stages. The first stage focuses on the preparation for the conduct of a training session in a gaming form. It contains the content, game script, gameplay stages, clear step-by-step instruction for combatants. At the second stage, the game is being conducted directly. It is aimed at revealing the internal (psychological), external (physical) and social activity of the servicemen. The third stage is intended to summarize the results of the game, formulate the conclusions, and identify the positive aspects of the game’s effectiveness to their personal growth by the soldiers. The attention is focused on the principles of the game. They are binding and interrelated – simulating the simulation of specific conditions; problem content of the business game; joint activity of participants in conditions of role interaction; dialogic communication and interaction of the game partners; two-plan game activity

Highlights

  • Game technolog ies: the esse nce, possib ilities of work ing with the serviceme n the combata nts Yuriy Bryndikov

  • The article analyzes the general approaches to the problem of the use of gaming technologies in working with the servicemen the combatants

  • There are presented in the research various scientific approaches to the essence of the concept of “game”

Read more

Summary

Introduction

Game technolog ies: the esse nce, possib ilities of work ing with the serviceme n the combata nts Yuriy Bryndikov Social Work and Education, Vol 5, No 1., pp. Yuriy Bryndikov, PhD in psychological sciences, Associate professor, Department of social work and social pedagogy, Khmelnytskyi national university Khmelnytskyi, Ukraine bryndik@i.ua і, , Article history: Received: February 21, 2018 1st Revision: March 15, 2018

Results
Conclusion
Full Text
Paper version not known

Talk to us

Join us for a 30 min session where you can share your feedback and ask us any queries you have

Schedule a call

Disclaimer: All third-party content on this website/platform is and will remain the property of their respective owners and is provided on "as is" basis without any warranties, express or implied. Use of third-party content does not indicate any affiliation, sponsorship with or endorsement by them. Any references to third-party content is to identify the corresponding services and shall be considered fair use under The CopyrightLaw.