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Pedagogy and education
Reference:

University as a Game without Rules (New Views on the Process of Building Higher Education)

Bubnovskiy Anton

Doctor of Physics and Mathematics

Associate Professor, Department of Communications and Media, Far Eastern Federal University

690000, Russia, Primorsky Krai, Vladivostok, Sukhanova str., 8

alexsashka85@yandex.ru
Other publications by this author
 

 

DOI:

10.7256/2454-0676.2023.4.68733

EDN:

UHKODR

Received:

16-10-2023


Published:

23-10-2023


Abstract: Modern higher education is in dire need of new working tools and processes for its implementation. The structure of student involvement in educational activities also needs to be built in a fundamentally new way. This determines the relevance of this study. During the analysis carried out in this study, it was found that the university contains all the basic elements of a multiplayer game. Instructional designers can better engage students in learning by considering it a game. However, the game is flawed because the simulator cannot predict the future. In this regard, our study aims to eliminate the identified shortcomings. The article examines the structure of the game and the process of building a new university model based on this concept, which can respond to the challenges of the time. The ideal modern university as a personalized multiplayer game is the most effective model in this study. It builds communication between the player (learner) and the game, and the use of artificial intelligence (AI) helps in this. This interaction between them can lead to a constant change in the situation, and the unpredictability of artificial intelligence reactions will likely help solve the problem of the absence of situations that developers and their resolution previously thought out.


Keywords:

modern university model, multiplayer game, instructional design, transferable skills, game design, competencies, artificial intelligence, hard skills, soft skills, educational standard

This article written in Russian. You can find original text of the article here .
References
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2. Leigh, A. (2013). Designing the bleak genius of Papers, Please. https://www.gamedeveloper.com/design/designing-the-bleak-genius-of-i-papers-please-i-
3. Stanislavsky, K.S. (2015). An actor's work on themself. Moscow: Azbuka.
4. Whitford, F. (2020) Bauhaus. Moscow: Ad Marginem.
5. Scratch. (2023) Creative Computing Lab. Harvard Graduate School of Education. https://scratch.mit.edu/about
6. Wittgenstein, L. (2019) Philosophical Investigations. Moscow: AST.

Peer Review

Peer reviewers' evaluations remain confidential and are not disclosed to the public. Only external reviews, authorized for publication by the article's author(s), are made public. Typically, these final reviews are conducted after the manuscript's revision. Adhering to our double-blind review policy, the reviewer's identity is kept confidential.
The list of publisher reviewers can be found here.

The paper "University as a game without rules (new views on the process of building higher education)" is submitted for review. The subject of the study. The work is aimed at finding mechanisms for involving students in the learning process, which is built in the form of a game without rules. In general, the conducted research is characterized by integrity, the set goals and objectives have been implemented. The methodology of the study is not defined in the work. The author conducted a theoretical study that allowed him to present a new look at the process of building higher education. The relevance of the research is determined by the fact that it is necessary to find new approaches to university education. The scientific novelty of the research. The conducted research made it possible to clarify the content of building a university as a game without a rule, to identify the main mechanisms and principles. Style, structure, content. The style of presentation corresponds to publications of this level. The language of the work is scientific. The structure of the work is clearly traced, the author highlights the main semantic parts. The work begins with an introduction in which the problem was highlighted. The author notes that it is important to explore the criteria of learning, the problem of forming "hard" (programming, the ability to calculate budgets or draft projects), "soft" (imagination, thinking, etc.) and "transferable" skills. The paper concludes that the university can be built according to the principles of the game. The author notes that all the elements of the game are present in the educational process. So, there are levels for moving through which it is important to complete quests (disciplines). The condition is to achieve victory – over the years of study it is important to gain a certain number of credits. If the student does not cope, then it is necessary to start the "game" all over again. But the author wonders why this "game" is not always liked by the players. The conclusion is made about an incorrectly structured process, it is important to take into account the basic principles of game design in the process of building the educational process. We are talking about a "gaming university" in which a real activity environment (a copy of society) is created around the student. The analysis made it possible to formulate the relevance of this study and its purpose. The second section, "Playing without rules," examines the process of creating game mechanics in the educational process aimed at increasing its effectiveness. The following are highlighted as the main directions of this work: finding the optimal game strategy, defining the basic rules, explaining to students the importance of each course and the study of the discipline, etc. In conclusion, brief conclusions are formulated. The author notes the following: - a view of the continuous educational process is presented as a game in which the language used is constantly developing and improving; - an ideal modern university is an absolutely personalized multiplayer game in which the game mechanics from one console to another is completely different; - by playing the game, the student gradually learns how to properly attach another thing to one thing, while simultaneously creating new game mechanics that change the rules in the whole game; - the maximum possible usefulness or gain of the student will depend on how much the player is able to agree on changes in the game strategies of other participants; - in order for the training ("the game") at the university had a multi–user character, it is important to establish communication between the player (the student) and the game, which is based on artificial intelligence. Bibliography. The bibliography of the article includes 6 domestic and foreign sources, a small part of which has been published in the last three years. The list contains mainly articles and abstracts. In addition, there are monographs in the bibliography. Sources are not designed correctly and uniformly in all positions. Appeal to opponents. Recommendations: - to highlight the scientific novelty and the author's contribution to the solution of the highlighted problem; - to expand the bibliographic list and theoretical analysis by presenting a more complete analysis of research, including modern ones; - to describe in more detail the basic mechanism, principles and rules of building a university as a game without rules; - to conduct an empirical study aimed at testing the "university as a game without rules" model; - it is necessary to correct the work for descriptions and inaccuracies. Conclusions. The problems of the article are of undoubted relevance, theoretical and practical value; it will be of interest to specialists who deal with the problems of building higher education. The article can be recommended for publication taking into account the highlighted recommendations.