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<article 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" xmlns:ali="http://www.niso.org/schemas/ali/1.0/" article-type="research-article" dtd-version="1.2" xml:lang="en"><front><journal-meta><journal-id journal-id-type="publisher-id">RUDN Journal of Informatization in Education</journal-id><journal-title-group><journal-title xml:lang="en">RUDN Journal of Informatization in Education</journal-title><trans-title-group xml:lang="ru"><trans-title>Вестник Российского университета дружбы народов. Серия: Информатизация образования</trans-title></trans-title-group></journal-title-group><issn publication-format="print">2312-8631</issn><issn publication-format="electronic">2312-864X</issn><publisher><publisher-name xml:lang="en">Peoples’ Friendship University of Russia named after Patrice Lumumba (RUDN University)</publisher-name></publisher></journal-meta><article-meta><article-id pub-id-type="publisher-id">33262</article-id><article-id pub-id-type="doi">10.22363/2312-8631-2022-19-4-340-350</article-id><article-categories><subj-group subj-group-type="toc-heading" xml:lang="en"><subject>EVOLUTION OF TEACHING AND LEARNING THROUGH TECHNOLOGY</subject></subj-group><subj-group subj-group-type="toc-heading" xml:lang="ru"><subject>ВЛИЯНИЕ ТЕХНОЛОГИЙ НА РАЗВИТИЕ ОБРАЗОВАНИЯ</subject></subj-group><subj-group subj-group-type="article-type"><subject>Research Article</subject></subj-group></article-categories><title-group><article-title xml:lang="en">The features of game mechanics use in teaching computer science for the development of creative thinking of students</article-title><trans-title-group xml:lang="ru"><trans-title>Особенности применения игровых механик в обучении информатике для развития креативного мышления школьников</trans-title></trans-title-group></title-group><contrib-group><contrib contrib-type="author"><contrib-id contrib-id-type="orcid">https://orcid.org/0000-0003-4659-7255</contrib-id><name-alternatives><name xml:lang="en"><surname>Mikhlyakova</surname><given-names>Elena A.</given-names></name><name xml:lang="ru"><surname>Михлякова</surname><given-names>Елена Александровна</given-names></name></name-alternatives><bio xml:lang="en"><p>Deputy Academic Director, computer science teacher</p></bio><bio xml:lang="ru"><p>заместитель директора по учебной работе, учитель информатики высшей категории</p></bio><email>tutor.stulovo@gmail.com</email><xref ref-type="aff" rid="aff1"/></contrib><contrib contrib-type="author"><contrib-id contrib-id-type="orcid">https://orcid.org/0000-0001-8613-9430</contrib-id><name-alternatives><name xml:lang="en"><surname>Starkova</surname><given-names>Ekaterina K.</given-names></name><name xml:lang="ru"><surname>Старкова</surname><given-names>Екатерина Константиновна</given-names></name></name-alternatives><bio xml:lang="en"><p>teacher, Department of Foreign Languages</p></bio><bio xml:lang="ru"><p>преподаватель кафедры иностранных языков</p></bio><email>starkova.kate@mail.ru</email><xref ref-type="aff" rid="aff2"/></contrib><contrib contrib-type="author"><contrib-id contrib-id-type="orcid">https://orcid.org/0000-0002-9466-5702</contrib-id><name-alternatives><name xml:lang="en"><surname>Batakova</surname><given-names>Evgeniy L.</given-names></name><name xml:lang="ru"><surname>Батакова</surname><given-names>Евгения Леонидовна</given-names></name></name-alternatives><bio xml:lang="en"><p>computer science teacher</p></bio><bio xml:lang="ru"><p>учитель информатики высшей категории</p></bio><email>hermanny@mail.ru</email><xref ref-type="aff" rid="aff3"/></contrib></contrib-group><aff-alternatives id="aff1"><aff><institution xml:lang="en">Municipal Treasury Educational Institution Secondary School with In-Depth Study of Individual Subjects of Stulovo Village</institution></aff><aff><institution xml:lang="ru">МКОУ СОШ с углубленным изучением отдельных предметов д. Стулово</institution></aff></aff-alternatives><aff-alternatives id="aff2"><aff><institution xml:lang="en">Mendeleev University of Chemical Technology of Russia</institution></aff><aff><institution xml:lang="ru">Российский химико-технологический университет имени Д.И. Менделеева</institution></aff></aff-alternatives><aff-alternatives id="aff3"><aff><institution xml:lang="en">Municipal Autonomous Educational Institution “NewTon”</institution></aff><aff><institution xml:lang="ru">МАОУ СОШ «НьюТон» г. Чайковского</institution></aff></aff-alternatives><pub-date date-type="pub" iso-8601-date="2022-12-15" publication-format="electronic"><day>15</day><month>12</month><year>2022</year></pub-date><volume>19</volume><issue>4</issue><issue-title xml:lang="en">VOL 19, NO4 (2022)</issue-title><issue-title xml:lang="ru">ТОМ 19, №4 (2022)</issue-title><fpage>340</fpage><lpage>350</lpage><history><date date-type="received" iso-8601-date="2023-01-13"><day>13</day><month>01</month><year>2023</year></date></history><permissions><copyright-statement xml:lang="en">Copyright ©; 2022, Mikhlyakova E.A., Starkova E.K., Batakova E.L.</copyright-statement><copyright-statement xml:lang="ru">Copyright ©; 2022, Михлякова Е.А., Старкова Е.К., Батакова Е.Л.</copyright-statement><copyright-year>2022</copyright-year><copyright-holder xml:lang="en">Mikhlyakova E.A., Starkova E.K., Batakova E.L.</copyright-holder><copyright-holder xml:lang="ru">Михлякова Е.А., Старкова Е.К., Батакова Е.Л.</copyright-holder><ali:free_to_read xmlns:ali="http://www.niso.org/schemas/ali/1.0/"/><license><ali:license_ref xmlns:ali="http://www.niso.org/schemas/ali/1.0/">https://creativecommons.org/licenses/by-nc/4.0</ali:license_ref></license></permissions><self-uri xlink:href="https://journals.rudn.ru/informatization-education/article/view/33262">https://journals.rudn.ru/informatization-education/article/view/33262</self-uri><abstract xml:lang="en"><p style="text-align: justify;">Problem statement. One of the priority tasks of modern society is the creation of conditions conducive to the upbringing and development of a creative personality. The computer science course has a didactic potential in terms of the formation of initiative, independence, imagination, the ability to set and solve problems. The presented study aimed at substantiating the effectiveness of game mechanics use in teaching computer science to solve the problem associated with the need to develop the creative thinking of students. Methodology . The mechanics “Achievement,” “Reckoning on trust,” “Fun once - always fun,” “User progress” are implemented with game elements and methods in the study of theoretical computer science. Resources of digital services (interactive whiteboards, random selection generators) are used for gamification. The base of the experiment is a secondary school with in-depth study of individual subjects in the Stulovo village (Slobodskoy district, Kirov region). The study covered 74 students of the seventh grade (64% - girls and 36% - boys). The average age of the respondents is 13 years. Statistical processing of the results was performed using Pearson's chi-squared test. Results. During the game, students study theoretical material, solve a system of creative and non-standard tasks on the topic “Measurement of information.” For each game mechanic, a goal, tasks, sets of rules and restrictions are defined. Statistically significant differences in the qualitative changes that have taken place in the system according to the levels of development of creative thinking are identified. Conclusion . The features of the presented version of the application of game mechanics in teaching computer science in terms of the development of creative thinking are described: taking into account the age characteristics of students when formulating message texts, inclusion of digital services, combination of oral and written speech with interaction on a computer network.</p></abstract><trans-abstract xml:lang="ru"><p style="text-align: justify;">Постановка проблемы. Одна из приоритетных задач современного общества - создание условий, способствующих воспитанию и развитию креативной личности. Курс информатики обладает дидактическим потенциалом в плане формирования инициативности, самостоятельности, фантазии, умений ставить и решать задачи. Представленное исследование направленно на обоснование эффективности использования игровых механик при обучении информатике для решения проблемы, связанной с необходимостью развития креативного мышления школьников. Методология. Механики «Достижение», «Расчет на доверие», «Весело один раз - весело всегда», «Прогресс пользователя» реализованы при включении игровых элементов и методов в изучение теоретической информатики. Для геймификации применяются ресурсы цифровых сервисов (интерактивные доски, генераторы случайного выбора). База эксперимента - средняя общеобразовательная школа с углубленным изучением отдельных предметов д. Стулово (Слободской район Кировской области). Исследованием охвачено 74 обучающихся седьмых классов (64 % - девушки и 36 % - молодые люди). Средний возраст респондентов - 13 лет. Статистическая обработка результатов выполнена с помощью критерия хи-квадрат Пирсона. Результаты. В процессе игры обучающиеся изучают теоретический материал, решают систему творческих и нестандартных заданий по теме «Измерение информации». Для каждой игровой механики определены цель, задачи, наборы правил и ограничений. Выявлены статистически достоверные различия в качественных изменениях, произошедших в системе по уровням развития креативного мышления. Заключение. Описаны особенности представленного варианта применения игровых механик при обучении информатике в плане развития креативного мышления: учет возрастных особенностей школьников при формулировании текстов сообщений, включение цифровых сервисов, комбинирование устной и письменной речи и взаимодействия по компьютерной сети.</p></trans-abstract><kwd-group xml:lang="en"><kwd>digital school</kwd><kwd>gamification</kwd><kwd>information interaction</kwd><kwd>game mechanics</kwd><kwd>information measurement</kwd><kwd>creative thinking</kwd></kwd-group><kwd-group xml:lang="ru"><kwd>цифровая школа</kwd><kwd>геймификация</kwd><kwd>информационное взаимодействие</kwd><kwd>игровая механика</kwd><kwd>измерение информации</kwd><kwd>креативное мышление</kwd></kwd-group><funding-group/></article-meta></front><body></body><back><ref-list><ref id="B1"><label>1.</label><mixed-citation>Halpern DF. 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