The article is written in the context of an integrative approach to psychology that combines methods for studying personality and group from different areas of human knowledge, contributing to the creation of a comprehensive psychosocial methodological apparatus aimed at studying the process of providing social and psychological support and assistance in an individual and group format. The article reveals the essence of a psychological game as a resource that contributes to the formation and development of professionally significant personal qualities and skills of university students majoring in the humanities (psychology students). In the course of the study, we proved the possibility of developing empathy in students with the help of psychological game practices in the educational environment of the university. Conceptualization of the definitions of the phenomena of the emotional sphere of personality functioning in bachelors of the 1st and 2nd years of study was carried out. The effectiveness of the development of game materials was assessed: bingo sheets and emotionally rich dialogues, as a stimulus material for recognizing emotions. A methodological justification for the effective use of gamification technologies in the educational process at the university is given. As a result of the empirical study, the training focus of the developed game «Empati-Bingo» was determined, prospects for improving the stimulus material, the possibilities of diagnosing the level of empathy development in students using game tools were determined. It was revealed that the psychological game «Empati-Bingo» requires a high level of empathy development in its leaders. The accuracy of recognition and determination of emotion can reflect the level of development of the cognitive component of empathy as a component of emotional intelligence. To improve the internal validity of the psychological game, the range of emotions that were proposed to be defined was expanded for the declared constructs of emotion and emotional intelligence: dialogues containing negative emotions were added, some emotionally neutral situations arising in interpersonal interaction were removed, which made the stimulus material more understandable for the game participants.
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