Gamefication of Youth's Career Guidance Self-Identification

2022

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DOI 10.1109/sist54437.2022.9945751
Data confidence 70 medium
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Abstract

The work is devoted to solving the youth's professional orientation problem in modern conditions of limited offline communication. The urgency of development of new methods and tools of adolescents' professional orientation, which are based on modern information technologies, is shown. The research's focus is aimed at the introduction of computer game technologies in the work of career guidance centers, pre-university departments of colleges and higher education institutions. The expediency and effectiveness of the existing professional orientation computer game tasks usage in career guidance work with youth who need decision support at the stage of choosing a future profession are substantiated. It is shown that in the conditions of virtual reality the estimate reliability of personal qualities for compliance with a certain professional activity depends on the selection of game tasks. A clear criterion for automatic measurement of activity interest in professional activity, which depends on the task selection time, is proposed. There are fragments of computer game tasks that allow a person to self-estimate their ability to perform activities in different situations and professional relationships without communicating with career counselors and psychologists.