Gamification of the educational process under conditions of the transformation of Russian education
Abstract. The article analyzes the phenomenon of gamification of education, which is appropriate to consider as the next stage in the development of «game pedagogy» under conditions of a significant increase in the role of information technology, which is reflected in the practice of operating audio-visualized content that opens new opportunities and prospects for domestic history education. This process, which takes place in the conditions of the instrumentalization of traditional learning principles integrated with the practice of using information technology, ensures the formation of new vectors of information retransmission and communication between a teacher and learners, which in the context of the expansion of e-learning principles becomes a necessary factor in building the educational process. The author focuses on the possibilities of using the so-called «game content» in its various forms to actualize educational material, offering his own classification as an educational tool and as a kind of «self-sufficient form of reconstruction» of historical space, suitable for students to conduct their independent work. The main possibilities and prospects for further development of the institute described in the article are demonstrated, which, among other things, should be considered as one of the vectors of patriotic education of the younger generation due to the fact that it is the most effective means of representing the events of military history.
Keywords: gamification, game universes, modeling, historical process, game mechanics.