Formation of Computational Thinking Skills Using Computer Games in Teaching Mathematics

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Title: Formation of Computational Thinking Skills Using Computer Games in Teaching Mathematics
Language: English
Authors: Soboleva, Elena V., Sabirova, Elvira G., Babieva, Nigina S., Sergeeva, Marina G., Torkunova, Julia V.
Source: EURASIA Journal of Mathematics, Science and Technology Education. 2021 17(10).
Availability: Modestum. No: 1 Windrush Road, Hilton Derbyshire, DE65 5LB, UK. e-mail: ejmste@ejmste.com; Web site: https://www.ejmste.com/
Peer Reviewed: Y
Page Count: 16
Publication Date: 2021
Document Type: Journal Articles
Reports - Research
Education Level: Elementary Education
Higher Education
Postsecondary Education
Descriptors: Computer Science Education, Computer Games, Educational Games, Game Based Learning, Programming, Mathematics Education, Thinking Skills, Skill Development, Elementary School Students, Preadolescents, Undergraduate Students, Futures (of Society), Foreign Countries
Geographic Terms: Russia
ISSN: 1305-8223
Abstract: 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.
Abstractor: As Provided
Entry Date: 2021
Accession Number: EJ1312247
Database: ERIC
FullText Text:
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  Data: Formation of Computational Thinking Skills Using Computer Games in Teaching Mathematics
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  Data: <searchLink fieldCode="SO" term="%22EURASIA+Journal+of+Mathematics%2C+Science+and+Technology+Education%22"><i>EURASIA Journal of Mathematics, Science and Technology Education</i></searchLink>. 2021 17(10).
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  Data: Modestum. No: 1 Windrush Road, Hilton Derbyshire, DE65 5LB, UK. e-mail: ejmste@ejmste.com; Web site: https://www.ejmste.com/
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  Data: 1305-8223
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  Data: 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.
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  Data: EJ1312247
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    Languages:
      – Text: English
    PhysicalDescription:
      Pagination:
        PageCount: 16
    Subjects:
      – SubjectFull: Computer Science Education
        Type: general
      – SubjectFull: Computer Games
        Type: general
      – SubjectFull: Educational Games
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      – SubjectFull: Game Based Learning
        Type: general
      – SubjectFull: Programming
        Type: general
      – SubjectFull: Mathematics Education
        Type: general
      – SubjectFull: Thinking Skills
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      – SubjectFull: Skill Development
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      – SubjectFull: Elementary School Students
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      – SubjectFull: Preadolescents
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      – SubjectFull: Undergraduate Students
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      – SubjectFull: Futures (of Society)
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      – SubjectFull: Foreign Countries
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      – SubjectFull: Russia
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      – TitleFull: Formation of Computational Thinking Skills Using Computer Games in Teaching Mathematics
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