Modern human living conditions are related to factors, the action of which is difficult to predict and predict their changes due to the relevance and dynamics of the factors of imbalance, variability, complexity and uncertainty. This social state is generalized by the scientific concept of "VUCA-world" or the space of existence with the dominant features of Volatility, Uncertainty, Complexity and Ambiguity. These social conditions make demands on modern man's constant readiness for effective adaptation and effective development in a changing, fluid reality. At the same time, these circumstances radically and dynamically change the horizons of modern education, require national educational systems to flexibly adapt to the peculiarities of the VUCA environment. The aim of this study is to carry out theoretical research of psychological patterns of the game as a basis for modernization of learning, to substantiate the didactic feasibility and effectiveness of modern methods of educational activities - editing, workshops and organizational games in the context of preparing the subject for life in social uncertainty . The research uses methods of abduction, phenomenological reduction, method of analysis and systematization of scientific positions and approaches to the study of psychological patterns of play, method of theoretical reconstruction (modeling) of psychological determination of the impact of game patterns on the effectiveness of preparing the subject for life in social uncertainty. According to the results of the study, the psychodidactic expediency of using education, workshops and organizational-game play in teaching is substantiated, approaches to psychological determinism of improving the subject's preparation for life in conditions of social uncertainty are outlined, categorical-conceptual content of perspective game aspects is specified. Scientific ideas about the universal connection of editing, workshops and organizational and activity games with the prospects of development of education systems for people of different ages have also been deepened. The study provided an opportunity to update the psychological issues of the role and importance of the game as a universal software tool for modern life. The results of the study allow conclusions about the psychodidactic expediency of using methods and technologies of editing, workshops and organizational and activity games as promising educational systems, the urgency of continuing psychological research on game aspects of improving learning systems, developing structural and functional model of formation and development of existential capabilities the object of life on the methodological and technological basis of editing, workshops and organizational and activity games.
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