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<article article-type="research-article" dtd-version="1.3" xmlns:mml="http://www.w3.org/1998/Math/MathML" xmlns:xlink="http://www.w3.org/1999/xlink" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xml:lang="ru"><front><journal-meta><journal-id journal-id-type="publisher-id">socofpower</journal-id><journal-title-group><journal-title xml:lang="ru">Социология власти</journal-title><trans-title-group xml:lang="en"><trans-title>Sociology of Power</trans-title></trans-title-group></journal-title-group><issn pub-type="ppub">2074-0492</issn><issn pub-type="epub">2413-144X</issn><publisher><publisher-name>The Russian Presidential Academy of National Economy and Public Administration</publisher-name></publisher></journal-meta><article-meta><article-id pub-id-type="doi">10.22394/2074-0492-2020-3-189-220</article-id><article-id custom-type="elpub" pub-id-type="custom">socofpower-248</article-id><article-categories><subj-group subj-group-type="heading"><subject>Research Article</subject></subj-group><subj-group subj-group-type="section-heading" xml:lang="ru"><subject>СТАТЬИ</subject></subj-group><subj-group subj-group-type="section-heading" xml:lang="en"><subject>ARTICLES</subject></subj-group></article-categories><title-group><article-title>Боги из машины: порядок взаимодействия в геймифицированном дистанционном обучении</article-title><trans-title-group xml:lang="en"><trans-title>Dei ex machina: The Interaction Order of Gamified Distance Learning</trans-title></trans-title-group></title-group><contrib-group><contrib contrib-type="author" corresp="yes"><contrib-id contrib-id-type="orcid">https://orcid.org/0000-0002-0874-5272</contrib-id><name-alternatives><name name-style="eastern" xml:lang="ru"><surname>Ерофеева</surname><given-names>Мария А.</given-names></name><name name-style="western" xml:lang="en"><surname>Erofeeva</surname><given-names>Maria A.</given-names></name></name-alternatives><bio xml:lang="ru"><p>кандидат социологических наук</p></bio><bio xml:lang="en"><p>Candidate of Sociological Sciences</p></bio><email xlink:type="simple">erofeeva-ma@universitas.ru</email><xref ref-type="aff" rid="aff-1"/></contrib><contrib contrib-type="author" corresp="yes"><contrib-id contrib-id-type="orcid">https://orcid.org/0000-0002-7347-099X</contrib-id><name-alternatives><name name-style="eastern" xml:lang="ru"><surname>Кловайт</surname><given-names>Нильс</given-names></name><name name-style="western" xml:lang="en"><surname>Klowait</surname><given-names>Nils</given-names></name></name-alternatives><bio xml:lang="ru"><p>старший научный сотрудник Международного центрасовременной социологической теории МВШСЭН</p></bio><bio xml:lang="en"><p>Senior Research Fellow</p></bio><email xlink:type="simple">nils.klowait@gmail.com</email><xref ref-type="aff" rid="aff-1"/></contrib></contrib-group><aff-alternatives id="aff-1"><aff xml:lang="ru">РАНХиГС<country>Россия</country></aff><aff xml:lang="en">RANEPA<country>Russian Federation</country></aff></aff-alternatives><pub-date pub-type="collection"><year>2020</year></pub-date><pub-date pub-type="epub"><day>24</day><month>07</month><year>2025</year></pub-date><volume>32</volume><issue>3</issue><fpage>189</fpage><lpage>220</lpage><permissions><copyright-statement>Copyright &amp;#x00A9; Ерофеева М.А., Кловайт Н., 2025</copyright-statement><copyright-year>2025</copyright-year><copyright-holder xml:lang="ru">Ерофеева М.А., Кловайт Н.</copyright-holder><copyright-holder xml:lang="en">Erofeeva M.A., Klowait N.</copyright-holder><license license-type="creative-commons-attribution" xlink:href="https://creativecommons.org/licenses/by/4.0/" xlink:type="simple"><license-p>This work is licensed under a Creative Commons Attribution 4.0 License.</license-p></license></permissions><self-uri xlink:href="https://socofpower.ranepa.ru/jour/article/view/248">https://socofpower.ranepa.ru/jour/article/view/248</self-uri><abstract><p>В статье анализируется, как интерфейс игрового образовательного модуля встраивается в дистанционное обучение и влияет на организацию порядка взаимодействия в школьном классе. Последний институционально ограничен наличием цели и распределением ролей между учителем и учениками. Использование платформы для цифрового обучения означает добавление к институциональному контексту технологического контекста. Мы рассматриваем технологии как обладающие коммуникативными аффордансами - возможностями для действия, которые открываются или ограничиваются вследствие их использования. Технологии (интерфейс и функционал игры и системы видеоконференции) привносят в образование новые интерактивные ресурсы, которые могут оказывать влияние на организацию порядка взаимодействия в классе. Исследование выполнено в рамке мультимодального конверсационного анализа. Данными выступают видеозаписи взаимодействия учеников и учителей с игровым образовательным модулем в период дистанционного обучения в российских школах. Анализ сфокусирован на фрагменте взаимодействия, в котором осуществляется коррекция правильного ответа ученика. Учитель инициирует коррекцию, потому что ориентируется на порядок расположения игровых элементов (имен богов) в интерфейсе. На основании детального анализа движения мыши учителя мы показываем, что эта ориентация производится в ситуации всеми участниками взаимодействия. Работа вносит вклад в исследования образования и теорию аффордансов, а также развивает методологию мультимодальной транскрипции. Основной результат исследования - эмпирическая демонстрация того, что релевантность технологического аффорданса для взаимодействующих ситуативно производится, и этот процесс связан с переплетением институционального и технического контекстов взаимодействия. В заключение поднимаются дискуссионные вопросы о соотношении аффордансов и институциональных правил.</p></abstract><trans-abstract xml:lang="en"><p>The article analyzes the implementation of an online educational module and its impact on the organization of the classroom's interaction order. The latter is institutionally constrained by the presence of a goal and the distribution of roles between teacher and students. The introduction of a digital learning platform adds a technological context to the institutional setting. The article considers technologies as possessing communicative affordances - opportunities for action made possible or delimited through their use. Technologies bring new interactive resources to the process of education and can affect the organization of the classroom's interaction order. Using multimodal conversation analysis, we analyzed video recordings of the telemediated interaction of Russia-based students and teachers within a gamified online educational module. We investigate a case in which a student's correct answer is nevertheless corrected by the teacher. We demonstrate that the teacher initiates the correction because they are guided by the ordering of the game elements within the interface. Based on a detailed analysis of the teacher's mouse movement in relation to ongoing turns-at-talk, we show that this orientation is sustained by all participants. The work contributes to classroom interaction studies and affordance theory and develops the methodology of multimodal transcription for mediated contexts. The primary result of the study is an empirical demonstration that the relevance of technological affordances for interactants is situationally produced, and that this process is associated with the interweaving of the institutional and technical context of interaction. The conclusion discusses the relationship between affordances and institutional norms.</p></trans-abstract><kwd-group xml:lang="ru"><kwd>технически опосредованное взаимодействие</kwd><kwd>аффорданс</kwd><kwd>онлайн образование</kwd><kwd>дистанционное обучение</kwd><kwd>исследования взаимодействия в  классе</kwd><kwd>мультимодальный конверсационный анализ</kwd></kwd-group><kwd-group xml:lang="en"><kwd>video-mediated interaction</kwd><kwd>affordance</kwd><kwd>online education</kwd><kwd>distance learning</kwd><kwd>classroom interaction studies</kwd><kwd>multimodal conversation analysis</kwd></kwd-group><funding-group xml:lang="ru"><funding-statement>Лабораторией геймификации Сбера</funding-statement></funding-group></article-meta></front><back><ref-list><title>References</title><ref id="cit1"><label>1</label><citation-alternatives><mixed-citation xml:lang="ru">Вахштайн В.С. (2013) К микросоциологии игрушек: сценарий, афорданс, транспозиция. Логос, 92 (2): 3-37. 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