Formation of Computational Thinking Skills Using Computer Games in Teaching Mathematics

The research is relevant as educational computer games are included in students' mathematical activity and form additional opportunities to improve the quality of teaching mathematics in a digital school, to support the formation of the demanded professional competence -computational thinking. To form the appropriate skills that determine the essence of special computational thinking, the authors propose to include game educational spaces based on digital gamification resources into students' mathematical activities. The research aims to resolve the contradiction between requirements of the modern economy for specialists' high level of computational thinking and an insufficiently developed methodological base for training graduates that meets these requirements. The purpose of this research is to study the features of using gamification technologies in teaching mathematics to form the skills and abilities that make up the essence of computational thinking. The article describes directions of educational and cognitive mathematical activity based on the principles of gamification. The authors clarify the concept of “computational thinking”, which includes a system of actions for activating patterns, connections between them from human memory, and compile an effective algorithm for solving them: to obtain relevant information on advanced technological developments; to state the problem and model; to use a software product with mathematical content. © 2021 the authors; licensee Modestum. All Rights Reserved.

Authors
Soboleva E.V.1 , Sabirova E.G.2 , Babieva N.S.3 , Sergeeva M.G. 4, 5 , Torkunova J.V.6
Publisher
Eurasian Society of Educational Research
Number of issue
10
Language
English
Pages
1-16
Status
Published
Volume
17
Year
2021
Organizations
  • 1 Vyatka State University, Moskovskaya Street 36, Kirov, 610000, Russian Federation
  • 2 Kazan (Volga region) Federal University, Kremlevskaya Street 18, Kazan, 420008, Russian Federation
  • 3 I.M. Sechenov First Moscow State Medical University, Sechenov University, Trubetskaya Street 8, Moscow, 119991, Russian Federation
  • 4 Research Institute of the Federal Penitentiary Service of Russia, Narvskaya Street 15a, Moscow, 125130, Russian Federation
  • 5 Peoples' Friendship University of Russia (RUDN University), Miklukho-Maklaya Street 6, Moscow, 117198, Russian Federation
  • 6 Kazan State Power Engineering University, Krasnoselskaya Street 51, Kazan, 420066, Russian Federation
Keywords
algorithm; challenges of the future; digital technologies; educational space; game world with mathematical content; gamification; HTML 5 language; thinking process
Date of creation
16.12.2021
Date of change
16.12.2021
Short link
https://repository.rudn.ru/en/records/article/record/77038/
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