Developing Computational Thinking of Specialists of the Future through Designing Computer Games for Educational Purposes

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Title: Developing Computational Thinking of Specialists of the Future through Designing Computer Games for Educational Purposes
Language: English
Authors: Soboleva, Elena V., Suvorova, Tatyana N., Zenkina, Svetlana V., Bocharov, Mikhail I.
Source: European Journal of Contemporary Education. 2021 10(2):462-475.
Availability: Academic Publishing House Researcher. 26-2 Konstitutcii, Office No. 6, 354000 Sochi, Russian Federation. Tel: +7-918-2019719; e-mail: evr2010@rambler.ru; Web site: http://ejournal1.com/en/index.html
Peer Reviewed: Y
Page Count: 14
Publication Date: 2021
Document Type: Journal Articles
Reports - Research
Education Level: Higher Education
Postsecondary Education
Descriptors: Computer Games, Computer Science Education, Computer Software, Specialists, Thinking Skills, Generalization, Teaching Methods, Futures (of Society), Cognitive Processes, Professional Education, Self Determination, Foreign Countries, Mathematical Models, Information Technology, Universities
Geographic Terms: Russia
ISSN: 2305-6746
Abstract: The problem that the given paper aims to solve is associated with the need to resolve the contradiction between the requirements of the digital economy for a high level of computational thinking of specialists of the future and an insufficiently developed methodological base for training graduates that meets these requirements. The purpose of the research is to theoretically prove and experimentally verify the need for the use of gamification technology in training of specialists of the future to form computational thinking skills which are most in demand in the digital society. The research methodology includes the analysis and generalization of scientific works on the problem of determining the phenomenon of computational thinking, the use of digital gamification resources in training, and clarifying the requirements for training of highly qualified specialists of the future. The HTML 5 language was used as a software tool. The pedagogical experiment is presented on the example of the assessment of changes in the levels of skills that make up the essence of computational thinking. Results: The paper clarifies the concept of computational thinking and describes the directions of educational and cognitive activity based on the gamification principles which most effectively form computational thinking. The authors formulate didactic principles for the inclusion of computer games to foster students' cognitive activity, support professional self-determination, and develop systematic and critical thinking. Specific materials are proposed to improve the methods, tools, and organizational forms of the training focused on the formation of computational thinking as the basis for the supra-professional skills of specialists of the future. In the end, conclusions are made which confirm that the included educational and cognitive activities on game designing in the training of highly qualified specialists of the future fosters the formation of computational thinking skills.
Abstractor: As Provided
Entry Date: 2021
Accession Number: EJ1312201
Database: ERIC
FullText Text:
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  Data: Developing Computational Thinking of Specialists of the Future through Designing Computer Games for Educational Purposes
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  Data: <searchLink fieldCode="AR" term="%22Soboleva%2C+Elena+V%2E%22">Soboleva, Elena V.</searchLink><br /><searchLink fieldCode="AR" term="%22Suvorova%2C+Tatyana+N%2E%22">Suvorova, Tatyana N.</searchLink><br /><searchLink fieldCode="AR" term="%22Zenkina%2C+Svetlana+V%2E%22">Zenkina, Svetlana V.</searchLink><br /><searchLink fieldCode="AR" term="%22Bocharov%2C+Mikhail+I%2E%22">Bocharov, Mikhail I.</searchLink>
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  Data: <searchLink fieldCode="SO" term="%22European+Journal+of+Contemporary+Education%22"><i>European Journal of Contemporary Education</i></searchLink>. 2021 10(2):462-475.
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  Data: Academic Publishing House Researcher. 26-2 Konstitutcii, Office No. 6, 354000 Sochi, Russian Federation. Tel: +7-918-2019719; e-mail: evr2010@rambler.ru; Web site: http://ejournal1.com/en/index.html
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  Data: <searchLink fieldCode="DE" term="%22Computer+Games%22">Computer Games</searchLink><br /><searchLink fieldCode="DE" term="%22Computer+Science+Education%22">Computer Science Education</searchLink><br /><searchLink fieldCode="DE" term="%22Computer+Software%22">Computer Software</searchLink><br /><searchLink fieldCode="DE" term="%22Specialists%22">Specialists</searchLink><br /><searchLink fieldCode="DE" term="%22Thinking+Skills%22">Thinking Skills</searchLink><br /><searchLink fieldCode="DE" term="%22Generalization%22">Generalization</searchLink><br /><searchLink fieldCode="DE" term="%22Teaching+Methods%22">Teaching Methods</searchLink><br /><searchLink fieldCode="DE" term="%22Futures+%28of+Society%29%22">Futures (of Society)</searchLink><br /><searchLink fieldCode="DE" term="%22Cognitive+Processes%22">Cognitive Processes</searchLink><br /><searchLink fieldCode="DE" term="%22Professional+Education%22">Professional Education</searchLink><br /><searchLink fieldCode="DE" term="%22Self+Determination%22">Self Determination</searchLink><br /><searchLink fieldCode="DE" term="%22Foreign+Countries%22">Foreign Countries</searchLink><br /><searchLink fieldCode="DE" term="%22Mathematical+Models%22">Mathematical Models</searchLink><br /><searchLink fieldCode="DE" term="%22Information+Technology%22">Information Technology</searchLink><br /><searchLink fieldCode="DE" term="%22Universities%22">Universities</searchLink>
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  Data: <searchLink fieldCode="DE" term="%22Russia%22">Russia</searchLink>
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  Data: 2305-6746
– Name: Abstract
  Label: Abstract
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  Data: The problem that the given paper aims to solve is associated with the need to resolve the contradiction between the requirements of the digital economy for a high level of computational thinking of specialists of the future and an insufficiently developed methodological base for training graduates that meets these requirements. The purpose of the research is to theoretically prove and experimentally verify the need for the use of gamification technology in training of specialists of the future to form computational thinking skills which are most in demand in the digital society. The research methodology includes the analysis and generalization of scientific works on the problem of determining the phenomenon of computational thinking, the use of digital gamification resources in training, and clarifying the requirements for training of highly qualified specialists of the future. The HTML 5 language was used as a software tool. The pedagogical experiment is presented on the example of the assessment of changes in the levels of skills that make up the essence of computational thinking. Results: The paper clarifies the concept of computational thinking and describes the directions of educational and cognitive activity based on the gamification principles which most effectively form computational thinking. The authors formulate didactic principles for the inclusion of computer games to foster students' cognitive activity, support professional self-determination, and develop systematic and critical thinking. Specific materials are proposed to improve the methods, tools, and organizational forms of the training focused on the formation of computational thinking as the basis for the supra-professional skills of specialists of the future. In the end, conclusions are made which confirm that the included educational and cognitive activities on game designing in the training of highly qualified specialists of the future fosters the formation of computational thinking skills.
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RecordInfo BibRecord:
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    Languages:
      – Text: English
    PhysicalDescription:
      Pagination:
        PageCount: 14
        StartPage: 462
    Subjects:
      – SubjectFull: Computer Games
        Type: general
      – SubjectFull: Computer Science Education
        Type: general
      – SubjectFull: Computer Software
        Type: general
      – SubjectFull: Specialists
        Type: general
      – SubjectFull: Thinking Skills
        Type: general
      – SubjectFull: Generalization
        Type: general
      – SubjectFull: Teaching Methods
        Type: general
      – SubjectFull: Futures (of Society)
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      – SubjectFull: Cognitive Processes
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      – SubjectFull: Professional Education
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      – SubjectFull: Self Determination
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      – SubjectFull: Foreign Countries
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      – SubjectFull: Mathematical Models
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      – SubjectFull: Information Technology
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      – SubjectFull: Universities
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      – SubjectFull: Russia
        Type: general
    Titles:
      – TitleFull: Developing Computational Thinking of Specialists of the Future through Designing Computer Games for Educational Purposes
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            NameFull: Soboleva, Elena V.
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            NameFull: Suvorova, Tatyana N.
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            NameFull: Zenkina, Svetlana V.
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            NameFull: Bocharov, Mikhail I.
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