Journal of Environmental Treatment Techniques
2020, Volume 8, Issue 3, Pages: 1132-1135
rightly believes, transfers the student to the category of
technical unit. There is a general depersonalization of the
educational process. All these trends have a direct impact on
the development of personal qualities of the student. In the
collective work of G.S. Bazhenova and V.V. Grishkun [5], the
student's personal qualities are synthesized in the aspect of their
compliance with the universal values of the youth of the
XX1ST century. The authors note in this list of universal values
of the student the priority areas in the life of the student-a future
specialist of a new generation, which M. Prensky [6] defined as
a digital aborigine. All these trends, reflecting the deep
processes of new forms of interaction between the educational
environment of the University and the video game industry,
need scientific understanding. In this regard, this article
provides a theoretical and methodological justification of the
priority trends of the gaming industry in the interactive
transformation of the training of a student-a future specialist of
a new generation in the educational environment of the
University. In the course of pedagogical monitoring – the
leading method of research, the structure and content of trends
in the gaming industry in the interactive transformation of
University student training are determined. The article reveals
the modern understanding of the concept of the gaming
industry, defines its priorities in the fields of education. The
structure and content of the classifier of posts functions of a
video game specialist are established. Based on the results of
the research, an interactive model of interaction between the
educational environment of the University and the video game
sphere in the training of a new generation specialist is
substantiated. The effectiveness of the model is proved in the
process of implementing trends in the gaming industry in the
educational process of the University.
study, the research problem it is established, that despite the
fact that some aspects of game industry are actively used in the
educational process of the University, which certainly
contributes to a better fulfillment of educational goals and
objectives of the interactive training of specialist of new
generation, it is prematurely to speak about a complete
understanding of this process. An important role is also played
by the factor of special variability and unpredictability of the
development of gaming industry services, which are far ahead
of the development of University resources. Therefore, the
definition of priority trends in the interaction of the video game
sphere and the educational environment of the University in the
interactive training of a new generation specialist seems to be
justified and appropriate.
3
Results and Discussion
3
.1 Content Analysis of the Gaming Industry as an
Educational Category
Based on the discursive content of the concept of the game
industry, reflected in the works of D.E. Gasparyan [1], M.R.
Karmova [4], N.I. Nikolaev [18], Yu.F. Shpakovsky and M.D.
Danilyuk [19], in this study, its understanding is determined by
the use of game elements in non-game educational processes.
The article by N.I. Nikolaev [18] notes that the modern spheres
of the video game industry, due to the technological leap in
development, are transformed from the entertainment industry
into an innovative type of professional employment that attracts
students with technological resources, intellectual labor
capacity and high pay. Currently, in the educational process of
the University, along with the technologies of the educational
process, elements of such video games as platformers, action,
adventure, role – playing games, online games, strategies,
casual games, simulators are actively used as innovative
techniques. The division into genres is conditional, due to the
influence of information technologies that bring elements of
innovative changes to the existing structure of video games and
create new types of games. During the research, the features of
the development of the gaming industry in the educational
environment of the University from the beginning of its origin
in the middle of the XX century to the present time are
analyzed.
2
The State of Study of the Research Problem in
the Literature
The organization of student interactive activities based on
the use of resources of the gaming industry has become the
subject of scientific interest of a significant number of
scientists, whose research problems are caused by the
transformations of the educational process of the University.
These studies are associated with the names of many leading
experts, including D.E. Gasparyan [1], V.A. Pomelov [3], M.R.
Karmova [4], S.A. Bazhenova and V.V. Grishkun [5], M.
Prensky [6], P.A. Gorshkov [7], O.V. Kalimullina [8], I.
Rahwan [9], J. Heisinga [10], M. Chiksentmikhayi [11], Y.
Choy [12]. The authors of other works devoted to the study of
the problem of interaction between the video game sphere of
the gaming industry and the educational environment of the
University are united in conditionally grouped areas of their
research: (a) active supporters of educational process
transformations mediated by integration interaction of
pedagogical and information technologies, computer
multimedia systems and interactive computer games [1, 3, 4,
1
. At the initial stage, the correct analysis of which is
presented in the article of T.A. Zhuravleva and F.S. Izvekov
17] and N.I. Nikolaev [18], this phenomenon was not
[
recognized and spread in the educational process of the
University due to financial difficulties in the production of
video games and a cautious attitude to them on the part of
University teams. Initial success in this area is associated with
the home game console Magnavox Odyssey. The article of N.I.
Nikolaev [18] revealed the secrets of its success in the video
game market, due to the elementary simplicity and cheapness
of the design, as well as the availability of use. These features
have played their role in the console's long successful presence
in global video game markets.
7]; (b) active supporters of erasing the boundaries between the
2
. The Golden age of the video game industry the period
educational environment of the University and the video game
sphere of the gaming industry [2, 13, 14]; (c) supporters of the
game industry use in the educational environment of the
University as an innovative type of professional activity [2, 6,
from 1978 to 1983 is considered. As N.I. Nikolaev [18] notes
in his article, during this period, the main projects of arcade
video games were released, which formed a positive public
opinion about them, including among the University
community.
8
, 15, 16, 17].
Leading researchers [1-4, 6, 11, 12] note the special
3
. The video game industry crisis of 1983. Extended
significance of the resources of the gaming industry in
increasing the level of student motivation in training. The
effectiveness of these resources in the process of creating an
interactive model of interaction between the educational
environment of the University and the video game sphere in the
training of a new generation specialist is proved. During the
characteristics of the prerequisites and causes of the crisis,
alternative approaches to its assessment, are presented in the
works of D.E. Gasparyan [1], N.I. Nikolaev [18], Yu.F.
Shpakovsky and M.D. Danilyuk [19].
4
. As the works of N.S. Kozyr and A.V. Astakhova [2]; N.I.
Nikolaev [18] note the appearance of third-generation consoles
1
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