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Autor/inn/enSoboleva, Elena V.; Suvorova, Tatyana N.; Zenkina, Svetlana V.; Bocharov, Mikhail I.
TitelDeveloping Computational Thinking of Specialists of the Future through Designing Computer Games for Educational Purposes
QuelleIn: European Journal of Contemporary Education, 10 (2021) 2, S.462-475 (14 Seiten)
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Spracheenglisch
Dokumenttypgedruckt; online; Zeitschriftenaufsatz
ISSN2305-6746
SchlagwörterComputer 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; Russia
AbstractThe 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. (As Provided).
AnmerkungenAcademic 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
Erfasst vonERIC (Education Resources Information Center), Washington, DC
Update2024/1/01
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