Learning Games in the Young Teenagers’ Life: New Meaning and Aims

Introduction. The statement that playing technologies are the method of including teenagers in educational process, stirring up of internal resources and increasing of learning efficiency is well-known. But interactive playing technology is not so often used as the part of education. Moreover, it is said that games make children feel too relaxed and create a lot of problems in the educational process. Without understanding of particular features of modern teenagers it is very difficult to estimate the efficiency of different methods used in education. The use of games in teaching is very actual for young teenagers as this period is characterized by decreasing of motivation and success in studying, increasing of problems in communication. The aim of this research is to understand the readiness of modern teenagers to take part in game activities and the organization of playing in different ways. Materials and methods. This article is based on the method of content analysis of theoretical literature devoted to the problem of growing up of young teenagers, the difference in the psychological and intellectual development happened later years. This work will involve a combination of further literature studies, theoretical analysis and the results of questionnaires. As the result this work includes the description of modern teenagers’ portrait. The study also involves the answers of 72 sixth - form students. The results of students’ survey were used for empiric verification of inclusion in this kind of activity. Results. The analysis of scientific researches and surveys done among modern sixth - formers showed the lack of playing activity and playing experience in real life. As the result they haven’t mastered the ability of playing but this ability could let the child become the subject of this activity. Young teenagers cannot follow the rules, overcome the difficulties, bring the game to the end, create and organise games. But nowadays despite of influence of modern gadgets and technologies and the lack of communication, young teenagers are ready to take part in gaming activities in different forms - as participants and creators. Up-to-date teenagers feel tension because of public attention, leading roles, the situation of failure. The resource for involving in playing is the interest to games, wish and possibility to learn something new, overcome difficulties and create their own rules. Discussion and conclusion. New meanings of games in modern study are concluded in the necessity of their application in studying process. This application can be used not only as the method of increasing learning motivation but also as the instrument of personality development and correction of existing problems: low social skills, addiction to virtual life, estrangement from educational process, increasing anxiety, uncertainty, difficulties with following rules, analysis and planning. Modern children haven’t received valuable experience of playing games - real games are replaced with virtual ones and as the result children cannot play in real life. New methods of using games mean, that we should start with games which stimulate the pleasure and fun despite of winning and losing to create the motivation to games activities. Then it is very important to support and stimulate gaming activity and create the situation of success. After that it is possible to create and play new didactic games and thanks to this process to form the ability of being authors, organizers and communicators.

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Publication Details

Journal
Pushkin Leningrad State University Journal
Published
2025-01-01
DOI
https://doi.org/10.35231/18186653_2025_2_68
Primary Topic
Social and Behavioral Studies
Type
article
Field-Weighted Citation Impact
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article

Learning Games in the Young Teenagers’ Life: New Meaning and Aims

Н. П. Глухова, S. M. Platonova
Pushkin Leningrad State University Journal
Social and Behavioral Studies
article

Learning Games in the Young Teenagers’ Life: New Meaning and Aims

Н. П. Глухова, S. M. Platonova
article en

Abstract

Introduction. The statement that playing technologies are the method of including teenagers in educational process, stirring up of internal resources and increasing of learning efficiency is well-known. But interactive playing technology is not so often used as the part of education. Moreover, it is said that games make children feel too relaxed and create a lot of problems in the educational process. Without understanding of particular features of modern teenagers it is very difficult to estimate the efficiency of different methods used in education. The use of games in teaching is very actual for young teenagers as this period is characterized by decreasing of motivation and success in studying, increasing of problems in communication. The aim of this research is to understand the readiness of modern teenagers to take part in game activities and the organization of playing in different ways. Materials and methods. This article is based on the method of content analysis of theoretical literature devoted to the problem of growing up of young teenagers, the difference in the psychological and intellectual development happened later years. This work will involve a combination of further literature studies, theoretical analysis and the results of questionnaires. As the result this work includes the description of modern teenagers’ portrait. The study also involves the answers of 72 sixth - form students. The results of students’ survey were used for empiric verification of inclusion in this kind of activity. Results. The analysis of scientific researches and surveys done among modern sixth - formers showed the lack of playing activity and playing experience in real life. As the result they haven’t mastered the ability of playing but this ability could let the child become the subject of this activity. Young teenagers cannot follow the rules, overcome the difficulties, bring the game to the end, create and organise games. But nowadays despite of influence of modern gadgets and technologies and the lack of communication, young teenagers are ready to take part in gaming activities in different forms - as participants and creators. Up-to-date teenagers feel tension because of public attention, leading roles, the situation of failure. The resource for involving in playing is the interest to games, wish and possibility to learn something new, overcome difficulties and create their own rules. Discussion and conclusion. New meanings of games in modern study are concluded in the necessity of their application in studying process. This application can be used not only as the method of increasing learning motivation but also as the instrument of personality development and correction of existing problems: low social skills, addiction to virtual life, estrangement from educational process, increasing anxiety, uncertainty, difficulties with following rules, analysis and planning. Modern children haven’t received valuable experience of playing games - real games are replaced with virtual ones and as the result children cannot play in real life. New methods of using games mean, that we should start with games which stimulate the pleasure and fun despite of winning and losing to create the motivation to games activities. Then it is very important to support and stimulate gaming activity and create the situation of success. After that it is possible to create and play new didactic games and thanks to this process to form the ability of being authors, organizers and communicators.

Pushkin Leningrad State University JournalVol. 2
Openalex Percentile: Top 78%
Social and Behavioral Studies
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