Tags:augmented reality technology, coping strategies for overcoming life crises, gamification, life crises, simulation games, stress resistance and virtual reality technology
Abstract:
Information technology is becoming an integral part of the lives of modern youth, opening wide opportunities for their use in various fields of public practice. The statistics presented in the article on increasing the demand for products of the gaming IT industry update the search for ways to implement components of gamification in the educational space in order to optimize the process of professional development of a competitive specialist. The article considers the introduction of gamification in the educational process of higher education institutions in order to develop stress resistance of the individual, as a factor in choosing constructive strategies for overcoming life crises in young. Based on the analysis of scientific research, the concept of gamification is investigated. The advantages of using gamification in the educational and psychocorrectional process are determined. The use of simulator games with elements of augmented and virtual reality in the process of development of constructive coping strategies of individual behavior in conditions of uncertainty and overcoming life crises is substantiated. The article presents the experience of interdisciplinary research in the framework of scientific cooperation between STEAM-laboratory, Laboratory of Psychophysiological Research and Laboratory of Health Psychology of Bogdan Khmelnytsky Melitopol State Pedagogical University. The paper describes in detail the step-by-step empirical study on the introduction of gamification components and augmented and virtual reality technologies in a comprehensive training program aimed at developing resilience, emotional stability, as a predictor of constructive strategies for overcoming life crises in young. The implementation of the experience is described in the implementation of the ascertaining and shaping stages of the study.
Features of Introduction of Components of Gamification in the Course of Development of Constructive Strategies of Overcoming Youth’s Life Crises