System-Forming Aspects of the Computer Science and Mathematics
Teachers’ Readiness to Develop and Use Computer Didactic Games in
Educational Process
Oksana V. Klochko
1 a
, Roman S. Gurevych
1 b
, Vasyl M. Fedorets
2 c
, Vitalii I. Klochko
3 d
,
Oleh L. Konoshevskyi
1 e
and Mariana M. Kovtoniuk
1 f
1
Vinnytsia Mykhailo Kotsiubynskyi State Pedagogical University, 32 Ostrozhskogo Str., Vinnytsia, 21100, Ukraine
2
Vinnytsia Academy of Continuing Education, 13 Hrushevskoho Str., Vinnytsia, 21050, Ukraine
3
Vinnytsia National Technical University, 95 Khmelnytsky Hwy., Vinnytsia, 21021, Ukraine
Keywords:
Readiness, Visual-Spatial Aspects, Computer Science Teacher, Mathematics Teacher, Computer Didactic
Games, Educational Process, Professional Activity, Life-Long Learning.
Abstract:
The research, based on the actualization of the innovative paradigm, the ideas of child-centrism, and the analy-
sis of system-formal aspects, presents the conceptualization of readiness of computer science and mathematics
teachers to develop and use CDGs in the educational process. The results of a practically oriented research
state of this readiness are presented, which is considered as an integrated professional and personal ability
of the teacher, consisting of motivational-value, cognitive-active and personal-reflective components and is
aimed at using CDGs in the educational process as a relevant innovative technology. In the system of the
cognitive-activity component, the spatial aspect is analyzed. Actualization of the spatial aspect is considered
as a way of revealing the phenomenology of real and virtual spaces, presented as significant pedagogical en-
vironments of cognitive-semantic and spatial-value contexts. Based on the generalization of the results of the
study of motivational-value, cognitive-active and personal-reflective criteria of the readiness of computer sci-
ence and mathematics teachers to develop and use CDGs, the average level of its formation was determined.
The main educational strategies aimed at improving this readiness are determined, among which the addition
of educational programs with topics that reflect the ways and practices of applying CDGs in the preparation
of future computer science and mathematics teachers, their retraining and advanced training are relevant; the
use of innovative pedagogical technologies for the formation of computer science and mathematics teachers
to develop and use CDGs in the educational process, etc.
1 INTRODUCTION
The current direction of today’s education is creat-
ing conditions for shaping an individual who is at
the same time professionally competent, socially en-
gaged and creative. The content of the knowledge to
be acquired by modern specialists, its volume, the set
of skills necessary for professional activities are con-
stantly changing and increasing. All spheres of edu-
cation are searching for ways to intensify and quickly
modernize the training system, improve education
quality by using digital technologies as an instrument
a
https://orcid.org/0000-0002-6505-9455
b
https://orcid.org/0000-0003-1304-3870
c
https://orcid.org/0000-0001-9936-3458
d
https://orcid.org/0000-0002-9415-4451
e
https://orcid.org/0000-0001-8408-1829
f
https://orcid.org/0000-0002-7444-1234
for human activities and a new and fundamentally dif-
ferent way of education. This led to the development
of new methods and forms for the provision of educa-
tion (Yevtuch et al., 2021; Semerikov et al., 2021a,b;
Klochko et al., 2020; Mayer, 2019; Bollin et al., 2021;
Rocha and Barroso, 2021; Picka et al., 2022; Vakaliuk
et al., 2023).
One of the most important tasks of the educational
system today is to introduce educational technologies
that could facilitate the formation of a creative and
active personality, able to meet the challenges and to
achieve the desired goals. The above highlights the
importance of the development and implementation
of different approaches to the realization of educa-
tional tasks, aimed at the development of students’
creative activities.
A computer science and mathematics teacher to-
day has to understand the efficient pedagogical tech-
488
Klochko, O., Gurevych, R., Fedorets, V., Klochko, V., Konoshevskyi, O. and Kovtoniuk, M.
System-Forming Aspects of the Computer Science and Mathematics Teachersâ
˘
A
´
Z Readiness to Develop and Use Computer Didactic Games in Educational Process.
DOI: 10.5220/0012065600003431
In Proceedings of the 2nd Myroslav I. Zhaldak Symposium on Advances in Educational Technology (AET 2021), pages 488-514
ISBN: 978-989-758-662-0
Copyright
c
2023 by SCITEPRESS – Science and Technology Publications, Lda. Under CC license (CC BY-NC-ND 4.0)
nologies and effectively use digital technologies in
teaching informatics. The use of gaming technologies
and computer didactic games (CDGs), in particular, is
one of such approaches.
The games accompany people throughout life and
this phenomenon greatly attracts the interest of re-
searchers. In the current situation, they may be a great
motivation for students to learn specific subjects on
the one hand and a way to facilitate teachers’ work on
the other.
Let’s consider the pedagogical and value under-
standing of the phenomenon of computer games. Ac-
cordingly, we will reveal the debatable understanding
of computer games as an innovative educational di-
rection and a system of modern digital technologies
that can bring qualitative changes to the educational
process.
Today’s teachers’ succeed in mastering educa-
tional electronic resources that they use in the class
(Klochko et al., 2020, 2022b; Rybka, 2018; Picka
et al., 2022). CDGs as a system of education may
be an integral part of electronic educational resources.
Computer didactic games present a type of electronic
educational resource that targets students and func-
tions on the basis of digital technologies, presenting
a chain of tasks built on the basis of the development
education. CDGs do not change but complement tra-
ditional game forms and classes, and present a natural
way to attract students to the latest information tech-
nologies (Bollin et al., 2021; Klochko et al., 2020,
2022b). The practical application of such games
demonstrates that they remain valuable educational
tools as they have the following advantages (Mayer,
2019): a new way of working provokes students’ in-
terest in education; practical manipulation assists the
processes of learning,memorization, increases cog-
nitive abilities, enables the realization of individual
learning strategies and stimulates students’ capacity
for research and talent; attractive sounds, actions and
colors make games interesting and help students to
obtain information in a user-friendly form.
CDGs may be divided into three groups (Tobias
and Fletcher, 2012):
1. Educational. They contribute to students’ educa-
tion: develop basic mathematical and computer
science skills, familiarize the child with the alpha-
bet, to obtain and improve knowledge of chem-
istry, physics, geography etc. (figure 1).
2. Developing. They contribute to students’ cogni-
tive development, encourage activities and inde-
pendent creative work, develop memory, logical
thinking, develop reading skills, etc. (figure 2).
Figure 1: Bristar: Heroes of Math and Magic (Bristar,
2021).
Figure 2: Scratch: About Scratch (Scratch, 2022).
2. Diagnostic. They determine the level of develop-
ment of students’ skills (figure 1).
The studies carried out up to now demonstrate
that important skills may be acquired, developed or
System-Forming Aspects of the Computer Science and Mathematics Teachersâ
˘
A
´
Z Readiness to Develop and Use Computer Didactic Games
in Educational Process
489
supported by CDGs. The spatial visualization (ro-
tation and mental manipulation by two- and three-
dimension objects), for example, improves during the
reproduction of the video game (Subrahmanyam and
Greenfield, 1994; Klochko et al., 2020). CDGs are
a perfect environment for promoting authentic educa-
tional processes: advancing a process of learning-by-
doing and thus enabling a student to control his/her
own training experience; provide an experience in
simulating interactive scenarios that students deal
with in the real world; the use as an environment for
active learning and improving task solving skills.
Conducting an overview of this problematic, we
will present current directions and important results
and ideas of introducing computer didactic games into
the educational process.
Oliveira et al. (Oliveira et al., 2023) analyzed
a large volume of literature (2108 studies) and pre-
sented a panoramic view of the problem, they identi-
fied a spectrum of rather contradictory trends and ed-
ucational phenomena of the use of computer games.
According to the results indicated by the authors,
gamification in education is studied in the following
areas (Oliveira et al., 2023): definition of the phe-
nomenon of different perception of gamification de-
sign by people; increasing the involvement in activi-
ties and the effectiveness of students’ activities; actu-
alization of the variability and diversity of the imple-
mentation of educational activities; increasing inter-
est and motivation to study; promoting the considera-
tion of the individuality of students and their personal
preferences in the learning process; actualization of
the use of different learning styles; taking into ac-
count the perception and effectiveness of various ped-
agogical methods, orientation towards the transforma-
tion and variability of the structure of knowledge. At
the same time, the authors note that gamification can
produce contradictory educational results, which re-
late to both increasing the effectiveness of learning
and motivation for it and interest in it. Important is
their observation that in studies (Oliveira et al., 2023):
for the adaptation of educational systems, students
are mainly involved only as users; there is no suffi-
cient comparison of adapted gamification with non-
personalized gamification in the works; there is insuf-
ficient evidence of the impact of adapted gamification
on student experiences; cultural and gender aspects
of gamification are not studied; research does not re-
veal the role of an adapted gamified educational en-
vironment in relation to its design. The researchers’
ideas that the actualization of cultural, gender, de-
mographic, characterological, and design aspects can
affect the effectiveness of gamification are relevant.
Significant in this context is the problem of personal-
ization and design.
The effectiveness of education with electronic ed-
ucational game resources in mathematics, conducted
during the study “Rozumnyky” (Smart kids) is de-
scribed in (Bykov et al., 2017). Researches argue that
using electronic educational game resources in the ed-
ucational process contributes to the improvement of
students’ motivation, thinking, and memory and actu-
alizes integrative learning and the development of key
and subject competencies (Bykov et al., 2017).
The research publications gave consideration to
the question of development and efficient implemen-
tation of CDGs or their elements into the educational
process on different levels of education. Relevant in
this aspect is the research of Zhaldak (Zhaldak, 2012)
devoted to the problem of providing educational in-
stitutions with educational software. This problem is
revealed by the authors in the context of humane ideas
of a harmonious combination of computer-oriented
learning technologies and information culture with
existing pedagogical traditions. Information tech-
nologies are also represented as one of the effective
ways of humanizing the educational process and ex-
panding the communication of its participants. Ped-
agogical, health-preserving and spatial aspects of the
use of digital technologies, in particular, work with an
interactive whiteboard, are revealed in the mentioned
research.
System-organizing methodological aspects of the
formation of educational technologies were consid-
ered in the research of Semerikov et al. (Semerikov
et al., 2021b) by rethinking the concepts of “methodi-
cal” and “methodologic/methodical system” and de-
termining ways to develop a “new class of teach-
ing methods computer-based training systems”. In
particular, they built a model of a computer-oriented
method of teaching informatics for future mathemat-
ics teachers, aimed at forming their informatics com-
petence, a component of which is a method of training
competences in programming and computer games
development (Semerikov et al., 2021b).
Hakak et al. (Hakak et al., 2019) explore the issue
of gamification based on cloud technologies. They
point to the need to create a gamified learning en-
vironment and present an option for a gamified cur-
riculum, within which different educational subjects
can be integrated. From a spatial point of view, this
study demonstrates an attempt to create a digital edu-
cational quasi-space as “smart”, interactive and inte-
grating different subject areas.
Based on the application of the Preferred Report-
ing Items for Systematic Review and Meta-Analyses
(PRISMA) methodology in three multidisciplinary
databases of educational centers. Manzano-Le
´
on
AET 2021 - Myroslav I. Zhaldak Symposium on Advances in Educational Technology
490
et al. (Manzano-Le
´
on et al., 2021) conducted research
on gamification. The authors indicate that gamifica-
tion is an effective means of influencing the academic
performance and motivation of students.
The majority of the studies in this sphere concern
primary education. To a lesser extent, attention is
paid to secondary and higher education. The studies
have mostly been carried out based on the examples
of using CDGs to learn mathematics and languages.
Game is a priority activity for pre-school children and
remains an active way of discovering the world for
primary school children (Varina et al., 2022). Using
games in the educational process for young pupils and
seniors remains less researched, since children of this
age group are educated on the basis of the activities-
oriented approach with the use of more formal ways
of learning.
Michala et al. (Michala et al., 2018) present the
benefits of using CDGs in secondary school for the
development of cognitive and emotion management
skills. The authors’ use of Greek art and culture when
using CDGs is interesting. The use of CDGs and
Greek art actualizes the expressive visual-spatial as-
pect of learning. This reveals the significance and
educational effectiveness of interconnected spatial,
visual-spatial and visual-cognitive aspects.
Rybka (Rybka, 2018) undertook a study in which
she examined the phenomenon of gamification based
on the example of using computer games for teach-
ing philosophy in engineering higher educational in-
stitutions. The author identified destructive and neg-
ative phenomena in the process of using game forms,
suggested ways to overcome them. She emphasizes
that game practices, as those that activate and nurture
emotional intelligence, are especially necessary and
valuable for students studying at engineering higher
educational institutions.
Research by Rocha and Barroso (Rocha and Bar-
roso, 2021) is inclusively focused on the design and
implementation of a game application for cognitive
rehabilitation of children with special educational
needs and the elderly. Preliminary results showed that
their computer didactic game can be used as an auxil-
iary tool in special education and in rehabilitation.
Determining the innovative trend and the
practical-technological significance of the implemen-
tation of computer didactic games in the educational
process, we actualize the problem of forming a
model of the computer science and mathematics
teachers’ readiness to develop and use CDGs on the
selection of system-forming aspects. The specified
system-forming aspects are understood as method-
ological and conceptual prerequisites that constitute
the specified readiness not only axiomatically, but
through the disclosure of the multidimensional
nature of the problem. We highlight the following
system-forming aspects of the computer science
and mathematics teachers’ readiness to develop and
use CDGs: innovative, cognitive-activity, personal-
reflective, motivational-valuable, valuable, spatial
which is considered as spatial-cognitive and visual-
spatial, temporal, cultural and educational, creative,
communicative. In this study, we consider the first
six system-forming aspects.
The innovative aspect was considered above in
the pedagogical and value understanding of the im-
plementation of gamification in the educational pro-
cess. Accordingly, this aspect represents the signif-
icance, features and direction of the introduction of
CDGs into the educational process as an innovative
trend. The innovative orientation of computer didac-
tic games is realized in relation to the concept of the
triangle of knowledge (Unger et al., 2020), which in-
cludes a close interaction of education, science and
innovation.
The following four aspects cognitive-active,
personal-reflective, motivational-valuable, valuable
are relatively traditional. They are used integratively
or individually when forming models of readiness,
skills, and competencies. Therefore, three of the spec-
ified aspects cognitive-active, personal-reflective,
motivational-valued are considered as its compo-
nents in our model. All other aspects to one degree
or another take part in the constitution of readiness.
Special attention in the development of readiness
is given to the spatial aspect, which we consider prac-
tically oriented as spatial-cognitive and visual-spatial.
The use of the spatial aspect in the formation of readi-
ness is determined by the understanding of the com-
puter science and mathematics teachers’ readiness to
develop and use CDGs as a complex anthropological
and cultural-educational phenomenon in which spa-
tiality and visuality are expressive and significant.
As an example, we will present a study that is
close in its orientation to our readiness development.
Chen et al. (Chen et al., 2020) analyze five key
components of game literacy (1) basic game lit-
eracy, (2) high-level game literacy, (3) instructional
design for game learning, (4) organization and man-
agement of game-based learning, and (5) evaluation
of game-based learning needed by teachers to im-
plement game-based learning. The authors empha-
size the importance of educational design when im-
plementing game-based learning. The result of the
research by Mathe et al. (Mathe et al., 2018) is the
conclusion that the effectiveness of the use of digi-
tal games by Swedish teachers depends on the com-
petence and motivation of teachers for professional
System-Forming Aspects of the Computer Science and Mathematics Teachersâ
˘
A
´
Z Readiness to Develop and Use Computer Didactic Games
in Educational Process
491
development, on the availability of appropriate game
resources. Nousiainen et al. (Nousiainen et al., 2018)
present four basic competencies pedagogical, tech-
nological, collaborative and creative, which are nec-
essary for teachers to effectively implement game
pedagogy.
The use of didactic games, as well as game meth-
ods and technologies in general, contributes to a
deeper methodological and value understanding of the
environment in which they are implemented. First
of all, it concerns virtual and real space. Tradition-
ally, space is understood as a background where the
educational process is implemented. In the system
of modern postmodern scientific and methodological
ideas, space is like time and the processes that are in
them, or rather, with their help, are implemented in-
tegratively and holistically. Currently, visual-spatial
approaches that have demonstrated their effectiveness
in various fields of knowledge and life practices are
relevant. One of such significant practices and tech-
nologies, which for their effective implementation re-
quire the active inclusion (or at least consideration)
of the “visual-spatial” factor, are games. In addition
to the indicated scientific and methodological trends
and practical requests, we consider the issue of the
development of the computer science and mathemat-
ics teachers’ readiness to develop and use CDGs in
the context of actualizing the spatial factor.
Accordingly, in this methodology, from a cogni-
tive and axiological point of view, spatial phenom-
ena, as well as real and virtual spaces, are consid-
ered significant for the technologicalization of edu-
cation and for the professionalization of mathematics
and computer science teachers. In the scientific ped-
agogical literature, the visual-spatial aspect of the de-
velopment of the computer science and mathematics
teachers’ readiness to develop and use CDGs is not
sufficiently disclosed. This, taking into account the
above-mentioned trends of modern science and the
socio-cultural sphere and requests for the effective-
ness of the practical implementation of game-based
learning methods, defines the researched problem as
urgent.
For the methodological understanding of space,
including virtual and spatial phenomena, the work of
Avetysian (Avetysian, 2020), which reveals the mean-
ing and nature of visuality, is relevant. In this study,
the authors turn to the classical ideas of visuality by
Merleau-Ponty (Merleau-Ponty, 2005) and Deleuze
(Deleuze, 1989). At the same time, they emphasize
ideas about: the semantic independence of the visual
dimension of culture from language, the principle of
the activity of a visual object, the peculiarities of the
viewer’s interaction with visual phenomena. Thanks
to these ideas of visuality, we understand space not as
a background against which certain events take place,
but as a special spatial world with active spatial phe-
nomena. From the cultural and educational point of
view, the application of the presented ideas of visual
theory for the development of the teacher’s readiness
to use didactic games is relevant. This is due to the
fact that the visual-spatial aspect in the specified com-
puter technology is one of the system-organizing fac-
tors.
In the theoretical and technological aspects of the
application of the spatial approach and the idea of vi-
suality, research by various authors is relevant.
Briantseva (Briantseva, 2016) reveals the pecu-
liarities of designing digital didactic visual tools.
B
¨
ackman and Pilebro (B
¨
ackman and Pilebro, 1999)
present a study conducted within the framework of vi-
sual pedagogy, the results of which indicate improved
cooperation during dental treatment in preschool chil-
dren with autism. Du et al. (Du et al., 2022) present
ways of helping children with autism spectrum dis-
order in teaching dental care based on the use of vi-
sual pedagogy tools. Drushliak (Drushliak, 2021) re-
veals the significance and features of visual informa-
tion culture of future mathematics and computer sci-
ence teachers and presents its model. Aiello and Parry
(Aiello and Parry, 2019) reveal the features of visual
communication. They emphasize the idea close to us,
that visuality and visual means are a significant aspect
of many disciplinary scientific and practical spheres.
At the same time, the importance of visuality is not
sufficiently realized. Goldfarb (Goldfarb, 2002) con-
siders visual pedagogy, visual technology as relevant
directly in the education and life of people, as it needs
further purposeful development.
In scientific literature, the issue of developing the
computer science and mathematics teachers’ readi-
ness to develop and use CDGs is insufficiently dis-
closed. Issues of actualization of spatial aspects in
the system of the specified readiness, both during its
development and during implementation, are not suf-
ficiently disclosed. Taking into account the impor-
tance and innovativeness of the use of computer di-
dactic games for the implementation of the processes
of technologization, virtualization, digitalization, ax-
iologisation, humanization of education, as well as
for the development of the professionalization of the
teacher and the formation of his innovative culture,
the specified problem is presented as an actual.
The purpose purpose of the research is to study
the value, cognitive-activity, personal-reflective and
visual-spatial aspects of the computer science and
mathematics teachers’ readiness to develop and use
computer didactic games.
AET 2021 - Myroslav I. Zhaldak Symposium on Advances in Educational Technology
492
2 SELECTION OF METHODS
AND DIAGNOSTICS
Information on how CDGs are being developed and
used in the educational process was generated follow-
ing the results of the analysis of public educational
standards (Cabinet of Ministers of Ukraine, 2011),
typical educational programs, curricula, other nor-
mative documents, methodological works of teach-
ers and literature sources. Analysis as for the com-
puter science and mathematics teachers’ readiness to
develop and use CDGs in the educational process
was carried out by using empirical research methods
(observation of teaching activities, questionnaires, in-
terviews), as well as verbal-communicative and psy-
chodiagnostic research methods.
The research used a system of methods and ap-
proaches. Axiological, systemic, spatial, visual-
spatial, cognitive-spatial, psychological, anthropolog-
ical, and teleological (Milat, 2017) approaches were
used. The methods of mathematical statistics, in par-
ticular, descriptive statistics, cluster analysis, were
used to process the research results. To develop
a model of the computer science and mathematics
teachers’ readiness to develop and use CDGs, the
method of pedagogical modeling was used.
The readiness of computer science and mathemat-
ics teachers to develop and use computer didactic
games was determined on the basis of three gener-
alizing criteria. The names of the three criteria corre-
spond to the three components of this readiness. Thus,
we distinguish the following criteria: motivational-
valuable, cognitive-active, personal-reflective. Ac-
cordingly, these criteria reflect the contents and mean-
ings on the basis of which the components of readi-
ness are formed. The criteria were determined as a
result of the use of various diagnostic methods, in-
cluding the author’s, as well as by analyzing the ed-
ucational achievements of teachers. Each criterion is
characterized by three levels (low, medium, high) of
the formation of a certain component of readiness.
The results were summarized and interpreted based
on the criteria. According to each criterion, we char-
acterized the level of formation of its indicators. Ac-
cording to each criterion for evaluating the computer
science and mathematics teachers’ readiness to de-
velop and use CDGs in the educational process, we
characterized the level of formation of its indicators.
Motivational-value criterion:
Low: there is no interest in the development of
CDGs; there is a fragmented and limited interest
in certain topics; lack of motivation and interest
in using CDGs; the selection of CDGs is random;
there is no interest in training in the use and de-
velopment of CDGs.
Medium: existing interest in the development of
CDGs, related to the results; there is a responsi-
ble attitude to learning in the absence of creative
activity; formal interest; motivation is due to the
need to implement CDGs; existing interest in the
application of CDGs in professional activity, re-
lated to its results; there is a responsible attitude to
training in the development and use of CDGs; lack
of understanding of the benefits of using CDGs in
professional activities; episodic manifestation of
creative activity.
High: Internalization and awareness of the val-
ues of this activity, purposefulness in the imple-
mented CDGs, formation of educational and cog-
nitive motives, existing motivated and responsi-
ble attitude to the use of CDGs in the educational
process, awareness of the educational and innova-
tive significance of cognitive motives, systematic
manifestation of creative activity, orientation to-
wards achieving success, professional orientation
for self-improvement; conscious choice of this di-
dactic tool; training in the development and use
of CDGs for the purpose of professional growth;
motivated professional focus on the development
and application of modern CDGs.
Cognitive-active criterion:
Low: low level of knowledge on the development
and use of CDGs, their low reproducibility, lack
of systematicity; solving simple typical tasks with
the help of others; the ability to use modern CDGs
in professional activities is partially fragmentary
in nature; fragmentary cognitive needs, interests,
motives for developing and using CDGs.
Medium: the average level of knowledge on the
development and use of CDGs (partial system
knowledge) and their fragmentary reproducibil-
ity; solving standard tasks on the development and
use of CDGs with the help of others; the ability to
independently solve the issue of choosing a CDGs
is not inherent; the presence of cognitive needs,
interests, motives for the development and use of
CDGs.
High: high level of knowledge (systemic, cre-
ative nature), knowledge of development and use
of CDGs; the ability to independently solve typi-
cal problems, solving non-standard problems, full
reproducibility, independent search for solution
methods, the ability to generate new approaches
in the development and application of CDGs; the
ability to master modern knowledge, generating
ideas, creativity in solving tasks, the ability to in-
dependently master the means of modern CDGs,
System-Forming Aspects of the Computer Science and Mathematics Teachersâ
˘
A
´
Z Readiness to Develop and Use Computer Didactic Games
in Educational Process
493
the search for and use of innovations, independent
assessment of the appropriateness of the selec-
tion of modern CDGs; available cognitive activity,
the desire to master modern knowledge, the avail-
ability of methods of scientific research activity,
the professional orientation of cognitive activity
in theoretical and practical activities; independent
solving of problems of professional orientation of
medium and high levels of complexity of devel-
opment and use of modern CDGs tools; the pres-
ence of elements of creativity in solving problems,
the ability to analyze, synthesize and establish re-
lationships between socio-economic phenomena
and processes; solving non-standard professional
tasks, tasks of a high level of complexity; creative
approach to solving; critical, contextual thinking;
independence in assessing compliance and choos-
ing tools of modern CDGs in solving professional
problems; independent mastery of modern CDGs
in order to solve professional problems, ability to
work in a team.
personal-reflectiv criterion:
Low: there is a fragmented ability to introspect;
inability to plan activities in the process of de-
veloping and using CDGs; low capacity for self-
control and self-regulation; there are inefficient
methods and methods of organizing this activ-
ity, which are not purposefully formed; awareness
of the content of the activity has a fragmentary
spontaneous manifestation; in the vast majority
of cases, the quality of performed tasks is inad-
equately assessed; fragmentary, random manifes-
tation of the ability to self-educate; inability to in-
dependently master material on CDGs.
Medium: the presence of self-analysis skills,
which is mainly manifested under the influence
of external factors; existing activity planning for
the development and use of CDGs and the abil-
ity to self-monitor and self-regulate in individual
cases, mainly under the influence of external fac-
tors; there is a fragmentary manifestation of one’s
own style of activity in the development and use
of CDGs; separate manifestations of a conscious
and purposeful own style of activity; awareness
of the content of the activity and possessing the
ability to evaluate and ensure the quality of the
work performed on the development and use of
CDGs; there is a non-systematic manifestation of
the ability to independently master the material of
individual topics on the development and use of
CDGs.
High: implementation of a conscious and ade-
quate self-analysis, awareness and prediction of
the results and consequences of the development
and use of CDGs; existing planning of activi-
ties for the development and use of CDGs and
the ability to self-monitor and self-regulate; cog-
nitive abilities aimed at self-development; self-
organizations that are managed and initiated by
the individual himself; available skills to inde-
pendently overcome obstacles; the characteristic
deepness of the self-organization process in the
system of activities for the development and use
of CDGs; there are effective techniques and ways
of organizing one’s own style of activity for the
development and use of CDGs, its conscious and
purposeful formation with elements of creativity
and innovation; awareness of the content of the
development and use of CDGs and the ability to
evaluate and ensure the quality of the work per-
formed; the ability to determine promising direc-
tions for the development and use of the latest
CDGs in professional activities, possessing the
skills to choose and use modern CDGs tools; ca-
pable of self-education in this direction; the abil-
ity to implement knowledge, skills and abilities
to achieve the goal of professional activity in the
development and use of CDGs; the ability to self-
realize, systematic, persistent manifestation, the
ability to achieve success in this activity.
The following techniques were used in the re-
search: “Diagnostics of motivation for success
and fear of failures” (Rean et al., 2000); tests
and questionnaires on determining levels of for-
mation of motivational-value, cognitive-activity and
personality-reflexive components; “Self-controlling
Abilities” (Peisakhov, 1984); “Self-Efficacy Test”
(Sherer et al., 1982); “Research of Strong-willed Self-
regulation” (Zverkov and Eidman, 1990).
Questionnaires were used in the research: Ques-
tionnaire for determining the computer science and
mathematics teachers’ value orientations as for the
development and implementation of CDGs in edu-
cational process (developed by Klochko (Klochko,
2018) on the basis of Rean et al. (Rean et al., 2000)
method); Questionnaire for diagnostics of motivation
for success and fear of failures (Rean et al., 2000);
Questionnaire for determining the significance of
readiness for the development and implementation of
CDGs for successful professional activities (Greene
et al., 1997; Volochkov, 2007); Questionnaire to de-
termine the percentage distribution of computer sci-
ence and mathematics teachers by levels of the abil-
ity to self-governance (Peisakhov, 1984; Sherer et al.,
1982; Zverkov and Eidman, 1990); Questionnaire for
determining the indicators of cognitive-activity cri-
terion of evaluation of computer science and mathe-
AET 2021 - Myroslav I. Zhaldak Symposium on Advances in Educational Technology
494
matics teachers’ readiness to develop CDGs and im-
plement them into the educational process (devel-
oped by Klochko (Klochko, 2018) based on Raven
(Raven, 1989) methods); Questionnaire to deter-
mine the percentage distribution of computer sci-
ence and mathematics teachers by levels of the abil-
ity to self-control (Peisakhov, 1984; Zverkov and Ei-
dman, 1990); Questionnaire for determining the Indi-
cators of personality-reflexive criterion for evaluation
of computer science and mathematics teachers’ readi-
ness for CDGs development and implementation (de-
veloped by Klochko (Klochko, 2018) based on Rean
et al. (Rean et al., 2000) methods); Fedorets-Klochko
questionnaire for determining the value interpretation
of space by computer science and mathematics teach-
ers.
The ”Questionnaire for determining the com-
puter science and mathematics teachers’ value ori-
entations as for the development and implementa-
tion of CDGs in educational process” contained the
following questions (developed by Gurevych et al.
(Gurevych et al., 2020) on the basis of Rean et al.
(Rean et al., 2000) method):
1. Achieving professional success.
2. Developing personal strengths and abilities.
3. Acquiring professional and information compe-
tencies.
4. Providing material comfort.
5. Achieving recognition and respect in professional
sphere.
6. Improvement of social status.
7. Striving to new achievements.
8. Self development and self improvement.
9. Recognition and respect of managers.
10. Achieving students’ respect.
11. Developing students’ interest to computer sci-
ences.
12. Possibilities to show one’s potential.
13. Possibility to improve pedagogical skills.
14. Possibilities to introduce new methods and forms
of activities.
Respondents answered the questions of the ques-
tionnaire in accordance with two areas – development
of CDGs and introduction of CDGs into the educa-
tional process.
The ”Questionnaire for determining the indica-
tors of cognitive-activity criterion of evaluation of
computer science and mathematics teachers’ readi-
ness to develop CDGs and implement them into the
educational process” contained the following ques-
tions (developed by Gurevych et al. (Gurevych et al.,
2020) based on Raven (Raven, 1989) methods):
I. According to the development of CDGs:
1. I am aware.
2. I have knowledge.
3. I have skills.
4. Able to develop.
5. Realize didactic peculiarities.
6. Realize basic functional possibilities.
7. Realize basic requirements to development.
8. I know how to select topics.
9. I can develop design.
10. I know peculiarities of psychological influence
on age groups of children.
11. I know how to classify games.
12. I know the basic classes of software.
II. According to the implementation CDGs into the
educational process:
1. I am aware.
2. I have knowledge.
3. I have skills.
4. Able to use.
5. Realize psychological peculiarities.
6. Realize basic functional possibilities.
7. Realize basic requirements to implementation.
8. I know how to select games aimed at attaining
lesson’s goal.
9. I know how to select games aimed at realization
of person-centered approach.
10. Implement with the aim to ensure cross curricu-
lum connections.
11. I know how to classify games.
12. I know which software to use in this sphere.
The ”Questionnaire for determining the Indi-
cators of personality-reflexive criterion for evalua-
tion of computer science and mathematics teachers’
readiness for CDGs development and implementa-
tion” contained the following questions (developed
by Klochko (Klochko, 2018) based on Rean et al.
(Rean et al., 2000) methods (Gurevych et al., 2020)):
I. According to the development of CDGs:
1. I am a qualified developer.
2. I strictly determine a purpose of the develop-
ment.
3. I work much to improve competencies.
4. I want to achieve high results.
System-Forming Aspects of the Computer Science and Mathematics Teachersâ
˘
A
´
Z Readiness to Develop and Use Computer Didactic Games
in Educational Process
495
5. I know my weaknesses and strive to improve
them.
6. I constantly search for new methods, forms and
ways for realization.
7. I know what to work with and what to learn in
the nearest future.
II. According to the implementation CDGs into the
educational process:
1. I am a qualified user.
2. I strictly determine a purpose of implementa-
tion.
3. I work much to improve competencies.
4. I want to achieve high results.
5. I know my weaknesses and strive to improve
them.
6. I constantly search for new methods, forms and
ways for realization.
7. I know how to use and look for necessary
means.
The methodology is aimed at actualizing and re-
vealing the spatial aspect of computer science and
mathematics teachers’ readiness for the development
and use of computer didactic games. In this work,
to reveal the phenomenology of CDGs, we turn to
their understanding and application not only in the
mental-semiotic and cognitive-operational planes, but
as a spatial or, more precisely, “cognitive-spatial”
phenomenon. The specified methodological insights
correspond to the ideology of the “visual turn” and
“spatial turn” in the methodology of science. A sig-
nificant aspect of considering the indicated method-
ological trends, as significant, is that we can purpose-
fully represent virtual reality, first of all, as a special
informational and meaning-making space. It is im-
portant to understand the real physical space also as a
special content-semantic or “cognitive-spatial” field,
as a meaningful background or context actively in-
cluded in the educational process. Accordingly, the
use of digital technologies of virtual reality with the
active participation of the teacher contributes to the
“transformation” of physical space into the content-
semantic or “cognitive-spatial” field of the educa-
tional process. In our opinion, the decisive factor
in the specified “cognitive transformations” of virtual
reality and real space is the use of game methods.
In our opinion, this is due to the fact that in the se-
mantics of the game in its semantic contexts, the spa-
tial component is relevant but at the same time “hid-
den”. The game, which first appears in childhood, is
primarily aimed at the child’s understanding of him-
self as a spatial phenomenon, as well as at revealing
his ability to navigate in space, which, accordingly,
are cognitive processes. Such a cognitive manifes-
tation of life corresponds to the idea of autopoiesis
of Maturana Romes
´
ın and Varela (Maturana Romes
´
ın
and Varela, 2009). These authors interpret life as a
cognitive autopoietic process. Accordingly, we ex-
pand and refine the specified understanding of Mat-
urana Romes
´
ın and Varela (Maturana Romes
´
ın and
Varela, 2009) to this educational context. We can note
that for a person it is also a spatial and visual process.
In this work, a “Fedorets-Klochko questionnaire for
determining the value interpretation of space by com-
puter science and mathematics teachers” was devel-
oped to analyze the understanding of computer sci-
ence and mathematics teachers about space as a spe-
cial educational value, space as a possible tool for the
intellectual development of a child, space as a back-
ground and a component of didactic games. An im-
portant methodological prerequisite for the develop-
ment of this questionnaire was the idea of contex-
tual learning, which can be interpreted as follows:
a teacher who understands the surrounding environ-
ment, including space, as a way, as a condition or even
as a “soft” teaching tool, will be more effective, com-
petent and according to the nature of the child, use
CDGs and other methods, in the implementation of
which the spatial aspect is relevant.
The ”Fedorets-Klochko questionnaires for deter-
mining the value interpretation of space by a teacher
of mathematics and computer science” contained the
following questions:
1. The purposeful use of space and spatial phenom-
ena is an important pedagogical condition for ef-
fective disclosure of the content of educational
material in mathematics and computer science.
2. The use of virtual space, augmented reality and
digital technologies is a important pedagogical
condition for the effective disclosure of the con-
tent of educational material in mathematics and
computer science.
3. An integrative consideration of spatial phenomena
and virtual space as meaning-forming and system-
forming factors of the educational process is rele-
vant for effective learning.
4. Virtual space, as well as real space, can be con-
sidered as a meaning-making matrix when imple-
menting game-based learning methods.
5. The game-learning methods and actualization of
phenomena of real space and virtual reality are
presented as conceptualization tools that form a
metaspace of meanings in the study of mathemat-
ics and computer science.
6. In order to improve the efficiency of professional
activity, the teacher should apply the phenom-
AET 2021 - Myroslav I. Zhaldak Symposium on Advances in Educational Technology
496
ena of real space and virtual reality in order to
present the educational material logically in an
“expanded” and illustrative format.
7. Both real and virtual space have their own meta-
logic, which is revealed when using game meth-
ods.
8. Game learning methods and animation reveal the
meaning-making aspect of real and virtual space,
which can be purposefully applied in the study of
mathematics and computer science.
9. The possibility of actualizing the phenomena of
real space and virtual reality is considered as an
instrumental value in the professional activity of a
teacher of mathematics and computer science.
10. The actualization of the phenomena of real space
and virtual and augmented reality corresponds to
the spatial essence of human nature.
We will present the ideas and content-semantic
aspects underlying the “Fedorets-Klochko question-
naire for determining the value interpretation of space
by computer science and mathematics teachers”. This
questionnaire is aimed not only at diagnosing the
teacher’s value interpretation of real and virtual space,
but also at actualizing spatial issues as significant in
the study of mathematics and computer science. The
reflective aspect of this questionnaire is also impor-
tant, which reveals to the teacher ways of understand-
ing spatial phenomena as educational and life values
(in particular, the value of harmonization).
Question 1 – “The purposeful use of space and
spatial phenomena is an important pedagogical con-
dition for effective disclosure of the content of edu-
cational material in mathematics and computer sci-
ence” defines and actualizes the problems of real
physical space represented as a “pedagogical tool”
and a pedagogical condition for studying mathemat-
ics and computer science. It is clear that the real
space becomes such a “pedagogical tool” by trans-
forming into an educational semantic and meaning-
forming context (space) by integrating the semiotic
field of the lesson. This happens with the purposeful
application of various educational methods (in partic-
ular, game ones) during the implementation of which
spatial phenomena are actualized.
Question 2 “The use of virtual space, aug-
mented reality and digital technologies is a impor-
tant pedagogical condition for the effective disclosure
of the content of educational material in mathemat-
ics and computer science” – purposefully defines and
actualizes the problems of virtual space, represented
as an established pedagogical environment and at the
same time digital technology, which is used for learn-
ing mathematics and computer science. Virtual space
by its very nature is an intellectual product and, ac-
cordingly, can be considered as an operational and
educational environment and, accordingly, a field of
knowledge and meanings. An important ant aspect of
this virtual space is that it can largely model the real
space one as it corresponds to human nature, includ-
ing spatial thinking, the prerequisite for the formation
of which is a developed human visual analyzer.
Question 3 An integrative consideration
of spatial phenomena and virtual space as meaning-
forming and system-forming factors of the educa-
tional process is relevant for effective learning” – de-
fines and actualizes the issue of the integrative appli-
cation of virtual space and real space phenomena as
a pedagogical condition and a “spatial” component of
mathematics and computer science learning technolo-
gies. The methodological meaning of this question is
the idea that the purposeful integrative application of
technologies of both virtual space and phenomena of
real space should give a synergistic and harmonizing
educational effect. In children it is necessary to ac-
tualize mathematical thinking through visual percep-
tion and mathematical interpretations of the “world of
things”, “the world of geometric figures”, “the world
as a three-dimensional space” through the applica-
tion of landscape pedagogy and through the visual
disclosure of the phenomenology of the real world.
As additional effects, it can be noted that this will
also contribute to the preservation of physical and
psychological health and aestheticization of the ed-
ucational process. The specified “work” with real
space in combination with the use of virtual space
should form the student’s understanding of virtual re-
ality as a special tool and the world included in the
real world. If the specified harmonization is not car-
ried out, then the opposite effect is possible – the real
three-dimensional space, as well as the world as a
whole, will be considered by the student as a com-
ponent of the virtual. This, in addition to the nega-
tive impact on the psyche, will not give the opportu-
nity to fully reveal the student’s cognitive potential.
Therefore, in the educational process, according to
the ancient Greek idea about the harmonious nature
of man, between virtual reality and real space and the
world, not competitive interactions should be formed,
but synergistic, complementary and harmonious inter-
actions.
Question 4 “Virtual space, as well as real
space, can be considered as a meaning-making ma-
trix when implementing game-based learning meth-
ods” reveals the anthropobiological dimension of
the teacher’s understanding of spatial phenomena.
Accordingly, within the semantic framework of this
question, the space is simultaneously considered: in-
System-Forming Aspects of the Computer Science and Mathematics Teachersâ
˘
A
´
Z Readiness to Develop and Use Computer Didactic Games
in Educational Process
497
actively as a neutral background or condition where
the game is implemented, and also as an active learn-
ing tool – as a specific context filled with contents and
meanings.
Question 5 – “The game-learning methods and
actualization of phenomena of real space and virtual
reality are presented as conceptualization tools that
form a metaspace of meanings in the study of mathe-
matics and computer science” – presents game learn-
ing methods not only as activity-cognitive, but also
as cognitive-spatial learning phenomena, which can
form “quasi-spaces” (spaces of meanings) that partic-
ipate in the development of informatic and mathemat-
ical meanings and concepts.
In question 6 “In order to increase the ef-
ficiency of professional activity, the teacher should
apply the phenomena of real space and virtual real-
ity in order to present the educational material log-
ically in an “expanded” and illustrative format”
the physical characteristics of spatial reality (first of
all, length) are reflected. Virtual reality is developed
based on the transformation of the characteristics of
real space. This can be represented as the “logic of
space” and, accordingly, consider spatial phenomena
in the format of “didactics of space”, which real space
determines due to its length (according to Descartes
(Descartes, 2018)). From the standpoint of pedagog-
ical psychophysiology, we interpret the concept of an
expanded representation of educational material, first
of all, as a demonstration of certain features, regu-
larities, phenomena, both spatial structures and rela-
tionships between them. For example, the process of
multiplication or addition can be depicted as subject
operations in the spatial and subject fields. This will
be an expanded format that clearly illustrates a cer-
tain arithmetic operation through “spatial logic”. In
this case, we demonstrate the indicated operations in
detail. As the indicated operation is understood, it
is “transferred” into the symbolic space. The speci-
fied aspect of “transfer” to the middle (interiorization
into mental reality) leads to the phenomenon of “col-
lapse” whose essence is that operations that were rep-
resented through the “logic of space” and the “logic of
object actions” (for example, the close location of two
groups of objects in “spatial semantics” of which was
interpreted as addition) are transformed into a certain
generalizing symbol in which the cognitive operation
itself (for example, revealed during the demonstra-
tion of the operation with the help of objects) may
no longer be displayed as spatial interactions (loca-
tion). The specified features of the actualization of
the subject field and the understanding of space as a
meaning-making context are presented in the classi-
cal concept of the step-by-step formation of mental
actions by Gal’perin (Gal’perin, 2012).
In question 7 “Both real and virtual space
have their own metalogic, which is revealed when us-
ing game methods”, game methods are represented
as actualizing and revealing the “multidimensional”
semiotics, axiology and contextuality of space (real
and virtual). These game methods essentially trans-
form the real space into the quasi-space of the game
by “filling” it with specific meanings. Real or virtual
space becomes a semiotic-symbolic field in which
and thanks to which the specified game is imple-
mented, forming conceptualization skills in the child,
which are transformed into components of mathemat-
ical thinking.
Question 8 – “Game learning methods and ani-
mation reveal the meaning-making aspect of real and
virtual space, which can be purposefully applied in
the study of mathematics and computer science”
points out the importance of the purposeful use of real
and virtual space for the representation of mathemat-
ical and informational phenomena. That is, consid-
eration of the structure of space and the objects that
fill it as environmental prerequisites for the develop-
ment of mathematical thinking of rational-logical and
multidimensional and systemic external and internal
realities is actualized.
In question 9 “The possibility of actualizing
the phenomena of real space and virtual reality is con-
sidered as an instrumental value in the professional
activity of a teacher of mathematics and computer
science” space is revealed as a special instrumen-
tal value that can underlie the formation of meanings
and goals of educational activities. In the specified
question, ideas about space are presented as a valu-
able context of educational practices.
Question 10 “The actualization of the phe-
nomena of real space and virtual and augmented re-
ality corresponds to the spatial essence of human na-
ture” reflects the phenomenology of man as a spatial
being. In this issue, human nature is considered mul-
tidimensionally and, accordingly, space is presented
as a prerequisite and component of human physical-
ity and its intelligence. This cognitive understanding
of space and the corporeality associated with it cor-
responds to the ideas of Lakoff and Johnson (Lakoff
and Johnson, 1980) on corporeal mind and corporeal
cognitivism. This question is aimed at understand-
ing a person in whom his integrity and physical and
intellectual-spiritual essence has a significant and sys-
temic spatial aspect, which accordingly forms an an-
thropic image of a person who is harmonized with
the world. That is, human nature is related to nature
as such. The idea of “anthropo-spatial” and “spatial-
cognitive” intentionalities of a person, which must be
AET 2021 - Myroslav I. Zhaldak Symposium on Advances in Educational Technology
498
revealed in the conditions of the educational process,
is embedded in this general question.
The processing of the survey results was carried
out using cluster analysis in order to identify groups
of respondents and to determine ways of forming
and improving the computer science and mathemat-
ics teachers’ readiness to develop and use CDGs in
the educational process. Cluster analysis was per-
formed using the SimpleKMeans method and the
Weka framework for data analysis and machine learn-
ing (WEKA, 2021). We described the SimpleKMeans
algorithm in the research (Klochko et al., 2022a;
Berry and Linoff, 2011). Dunn, DB, SD, CDbw and
S Dbw algorithms were used in the process of data
preprocessing in order to determine the recommended
number of clusters (Brito Da Silva et al., 2020; Mosh-
taghi et al., 2018) (table 1). The structure with the
number of clusters 4 was chosen as the best in terms
of compactness and resolution.
Table 1: Optimal number of clusters, calculated with the
help of quality indices.
Index Algorithms SimpleKMeans
Dunn 4
DB 4
SD 3
CDbw 3
S Dbw 5
The study was conducted in two stages: Stage
I 2017-2020, 183 computer science and mathemat-
ics teachers from different regions of Ukraine partici-
pated in the study (Gurevych et al., 2020); Stage II
2022, 123 computer science and mathematics teach-
ers from different regions of Ukraine and Republic of
Moldova participated in the study.
3 RESULTS AND DISCUSSION
The central theoretical result of this research is the
formation of a model of the computer science and
mathematics teachers’ readiness to develop and use
CDGs in educational process. In addition to the ax-
iomatic and systematic approach, which includes the
development of the field of problematization with the
selection of the main aspects of the problem, the spec-
ified issue is solved by conducting research (presented
below) (figure 3).
The development of this readiness model is based
on teleological (target), anthropological and systemic
approaches. Within the framework of the teleological
approach, the harmonious, innovative development of
the personality, which includes the formation of key
and digital competencies, is considered as a prerequi-
site for the realization of the sustainable development
goals and the innovative trend.
This model of readiness of the computer sci-
ence and mathematics teachers’ readiness to de-
velop and use CDGs is based on the pedagog-
ical value and teleological understanding of the
main aspects. The specified aspects are con-
sidered as system-forming in the development of
this readiness. We distinguish the following
system-forming aspects innovative, cognitive-
active, personal-reflective, motivational-value, valu-
able, spatial, which is considered as spatial-cognitive
and visual-spatial, temporal, cultural-educational,
communicative aspects (figure 3). Let’s consider
these aspects in more detail.
Among the specified aspects, we consider
cognitive-active, personal-reflective, motivational-
value aspects as “internal” or anthropological, as
such, which can be present in the mental reality of
a professional personality. Based on the actualization
and selection of the specified aspects as profession-
ally significant, a structure of readiness is developed.
The specified aspects correspond to the name of readi-
ness components and reflect the corresponding pro-
fessionally significant meanings and directions. The
specified “internal” aspects are formed on the basis
of activity-semantic and teleological integration of in-
dividual aspects: cognitive, activity, personal, reflec-
tive, motivational, value. Such integration of the spec-
ified aspects reflects deep professionally significant
features, which we present below.
The integrated cognitive-activity aspect in the
readiness model is transformed into its component of
the same name. It reflects the cognitive and func-
tional specifics of the professional activity of a teacher
of mathematics and informatics and the peculiarities
of the intellectualized process of studying these disci-
plines.
The personal-reflective aspect, which in the readi-
ness model is transformed into the component of the
same name. He characterizes reflection as a defining
professional ability of a computer science and mathe-
matics teachers, which is necessary when studying the
specified educational disciplines. Reflexivity in this
aspect is a professional ability that determines the per-
sonal and professional potential, in particular, for the
implementation of control and verification of logical
operations. Therefore, reflexivity, both as a cognitive
and as a personal quality, is quite developed among
specialists in mathematics and computer science. For
its realization, reflexivity must be deeply included in
the being of a professional, in his personality. Accord-
ingly, the specified specialists should be capable of
System-Forming Aspects of the Computer Science and Mathematics Teachersâ
˘
A
´
Z Readiness to Develop and Use Computer Didactic Games
in Educational Process
499
Figure 3: System-forming aspects of the model of the computer science and mathematics teachers’ readiness to develop and
use CDGs.
long-term, psychologically exhausting work on find-
ing optimal solutions, which includes purposeful ac-
tivities to correct possible errors.
The motivational-value aspect, which in the readi-
ness model is transformed into the component of
the same name, reflects the humanistic and human-
oriented idea of professionalization of a specialist
based on meaningful and internalized (that is, trans-
ferred to the inner mental reality) values, meanings,
images, intentions, etc. That is, the actualization
of the specified aspect and the component of readi-
ness corresponding to it is a way of axiologising and
a manifestation of humanistic, by its essence, peda-
gogy, which is based on values. In this aspect, the
idea of “internal motivation” is implemented in ac-
cordance with the self-determination theory (Deci and
Ryan, 2015).
In addition to those presented above, let’s con-
sider other relevant aspects, on the basis of which the
readiness of the computer science and mathematics
teacher to develop and use computer didactic games
is formed innovative, valuable, spatial (considered
as spatial-cognitive and visual-spatial), temporal, cul-
tural, educational, communicative.
Due to the actualization of the innovative aspect,
the technological-innovative and socio-cultural sig-
nificance of CDGs for the education of the future,
which is the education of sustainable development,
is problematized and revealed. CDGs are an inno-
vative technology, the implementation of which in
the educational process aims to move to a qualita-
tively new level of education. The innovative aspect
is also a determining goal (telosom) in developing the
computer science and mathematics teachers’ readi-
ness to develop and use CDGs. The innovative aspect,
which is primarily explicit (“external”) in relation to
the personality-professional during its internalization
(transfer into mental reality), is considered as part of
the cognitive-activity component of readiness. Pos-
session of the educational theory and practice of the
application of CDGs largely reflects the innovative-
ness of the teacher as a professional quality and as his
focus on self-development and creativity. It is signif-
icant that innovativeness is also considered as a value
reference point in the process of implementing CDGs.
The value aspect is primarily an external factor of
the cultural and educational space. When internaliz-
ing the value aspect, it is considered as part of the
motivational-value component of readiness, and in the
system of the cognitive-activity component in the for-
mat of value-oriented knowledge. The value aspect
determines the meanings and orientations that are sig-
nificant in the readiness system.
The cultural and educational aspect reflects the
AET 2021 - Myroslav I. Zhaldak Symposium on Advances in Educational Technology
500
importance of professional and cultural contexts and
professionally significant potentials of the educational
environment in which readiness is developed and im-
plemented. Guided by the anthropological ideas of
Hall (Hall, 1959, p. 10-11) about the contextuality of
cultures, we believe that the cultural and educational
aspect is a defining professional context. The cultural
and educational environment contains values, mean-
ings, stereotypes of interaction, communication and
behavior, ideas, directions, etc. in a contextual for-
mat. The development of readiness includes cultural-
educational, value-semantic contexts and significant
ideas that are present in them. Currently, there are
ideas of direction of innovation, child-centeredness,
humanization, technologization, non-violent commu-
nication, tolerance, freedom, democracy, profession-
alization, etc.
The communicative aspect contributes to the con-
sideration of CDGs during their development and im-
plementation as a special professional and commu-
nicative phenomenon, as a way of transferring knowl-
edge, ideas and technologies. This is due to the fact
that the game includes an expressive communicative
aspect and can be interpreted as a way of communi-
cation. Therefore, communicability is primarily em-
bedded in the structure of CDGs and the system of
readiness itself and in all three of its components.
The creative aspect contributes to the considera-
tion of CDGs and their implementation in the edu-
cational process as a creative phenomenon, which at
the same time also contributes to the disclosure of the
creative potential of an individual. Creativity, in turn,
is impossible without spontaneity, a certain creative
freedom, interpretability, social activity and, thus, it
is a guide to the ideas of democracy and freedom as
existential and educational values. Accordingly, the
development of the implementation of CDGs in the
educational process is a way of revealing creativity.
We consider the creative aspect of readiness as part of
the cognitive-activity component.
The temporal aspect actualizes the idea that CDG
is a temporal phenomenon, which is important to take
into consideration during their development and im-
plementation. In turn, CDG, due to its temporal speci-
ficity, can contribute to the development of temporal
competence, provided that the temporal aspect is pur-
posefully actualized.
The spatial aspect is significant due to the fact that
CDGs have a distinct spatial dimension, which must
be taken into consideration during their development
and implementation. We consider the spatial aspect
as spatial-cognitive and visual-spatial. The spatial-
cognitive aspect is aimed at developing the teachers’
ability to use spatial phenomena in the educational
process for the representation and illustration of ed-
ucational material. The visual-spatial aspect is aimed
at forming the ability to work with spatial phenomena,
which includes their comprehension and interpreta-
tion. This aspect is also aimed at the development
of visual-spatial intelligence. We consider the visual-
spatial aspect of internalization into the mental reality
of a professional personality within the framework of
the cognitive-activity component of readiness.
Concluding the theoretical consideration of this
problem, we will present the determination of the
computer science and mathematics teachers’ readi-
ness to develop and use CDGs in educational process.
By the computer science and mathematics teach-
ers’ readiness to develop and use CDGs, we under-
stand the integrated cognitive-activity professional-
personal ability of the teacher, which contains expres-
sive value-motivational and reflective components
and is aimed at implementation CDGs into the educa-
tional process, and is also implemented on the basis
modern directions – innovative development, human-
ism, child-centrism, creativity, communicativeness,
and taking into account spatial-temporal and cultural-
educational specifics.
Let’s proceed to consider the results of the study
aimed at determining the state of the computer sci-
ence and mathematics teachers’ readiness to develop
and use CDGs. The study was conducted to establish
the presented readiness structure.
The authors analyzed the results of the evalua-
tion of the components that constitute the readiness
of computer science and mathematics teachers to de-
velop and use CDGs into the educational process.
To evaluate and analyze the levels of components
of the computer science and mathematics teachers’
readiness to develop and use CDGs into the edu-
cational process, the following criteria were used:
the motivational-value criterion, the cognitive-activity
criterion, the personality-reflexive criterion.
The specified criteria integratively characterize
the same name corresponding readiness components.
Motivational-value component of readiness. Ac-
cordingly, the motivational-value criterion character-
izes a set of values, meanings, intentions, motives.
The awareness of these motives, values and meanings
is also important.
Interviewing, questioning and testing were used
in the evaluation of the motivational-value criterion
of computer science and mathematics teachers’ readi-
ness to develop and use CDGs in the educational pro-
cess (Gurevych et al., 2020). During questioning,
we were trying to realize to what extent the activi-
ties related to the development and implementation
of CDGs are understandable, relevant, necessary and
System-Forming Aspects of the Computer Science and Mathematics Teachersâ
˘
A
´
Z Readiness to Develop and Use Computer Didactic Games
in Educational Process
501
desirable (among the survey questions diagnostically
significant were the following: “Do you agree that
readiness for the development and implementation of
CDGs is an important component of professional and
information competencies of today’s computer sci-
ence teachers?”, “Is it interesting for you to learn the
way of developing and implementing CDGs in the ed-
ucational process more deeply?”).
We also used the “Questionnaire for determining
the significance of readiness for the development and
implementation of CDGs for successful professional
activities” (Greene et al., 1997; Volochkov, 2007).
Teachers’ responses showed that teachers are aware
of the importance of readiness for the development
and implementation of CDGs for the successful pro-
fessional activities (high level 30,4 %, average
50,1%, low 19,5% of teachers) (Gurevych et al.,
2020) (see figure 4).
Figure 4: Significance of readiness for the development and
implementation of CDGs for successful professional activ-
ities (high level – 30,4%, average – 50,1%, low – 19,5% of
teachers) (Gurevych et al., 2020).
Value orientations, which had become a subject
of study, also contribute to the achievement of pro-
fessional success in teaching computer science and
mathematics. For their diagnostics, the “Question-
naire for determining the computer science and math-
ematics teachers’ value orientations as for the devel-
opment and implementation of CDGs in educational
process was used” (developed by Klochko (Klochko,
2018) on the basis of Rean et al. (Rean et al., 2000)
method) (table 2, figure 5).
Thus, understanding the importance of the devel-
opment and implementation of CDGs into the ed-
ucational process, the dominating values of teach-
ers are the following: possibilities to introduce new
methods and forms of works with students, develop
students’interest to computer sciences, possibility to
improve pedagogical skills in using CDGs, self-
development, self-improvement as well as achiev-
ing professional success, development of personal
strengths, talents, acquiring professional and informa-
Table 2: Hierarchy of computer science and mathematics
teachers’ value orientations as for the development and im-
plementation of CDGs in educational process. (The ques-
tion number column is labeled “”.)
Rating indicators Rating indicators
of the development of the using
of CDGs of CDGs
1 4 6
2 4 5
3 4 9
4 13 13
5 10 11
6 14 14
7 9 7
8 2 4
9 12 12
10 11 10
11 2 1
12 7 7
13 8 3
14 1 1
tion competencies in developing CDGs. The analy-
sis of discrepancies showed that teachers give more
priorities to using CDGs in the educational process
ratherthan developing them. In addition, the sphere
of CDGs development is of higher priority than their
implementation for acquiring professional and infor-
mation competencies.
Such results may mean that teachers do not fully
realize the possibilities of professional growth in
develop and using CDGs and do not comprehend
all possibilities and ways for improving their teach-
ing skills. It may be assumed that computer sci-
ence and mathematics teachers are sufficiently ori-
ented in the process of implementing new methods
and forms of works in the classroom. They know
how to develop students’ interest in computer sci-
ence, to improve teaching skills and strive to self-
development and self-improvement aimed at achiev-
ing professional success in the acquisition and devel-
opment corresponding knowledge, abilities and skills
in the sphere of CDGs. Additionally, there is a lack
of care for material comfort, improvement in social
status, recognition in the professional sphere, and
achievement of respect. However, computer science
and mathematics teachers were also observed to be
more oriented towards professional realization and
improvement, which dominated their requirement for
recognition and respect, improve social status, ensur-
ing material comfort.
The motivation for achievement favours an in-
crease in persistence, self-esteem, regulation of activi-
ties, the formation of readiness for the development of
AET 2021 - Myroslav I. Zhaldak Symposium on Advances in Educational Technology
502
Figure 5: Hierarchy of computer science and mathematics teachers’ value orientations as for the development and implemen-
tation of CDGs in educational process.
CDGs and their implementation into the educational
process. The results of the survey of computer sci-
ence and mathematics teachers show that following
the methodology “Diagnostics of motivation for suc-
cess and fear of failures” (Rean et al., 2000), 59,2%
of teachers have motivation on the average level (the
motivational pole is not clearly defined), 21,4% of
teachers have a high level of motivation (motivation
for success is diagnosed), and 19,4% of teachers have
a low one (the motivation of fear of failure is diag-
nosed) (figure 6). The motivation for achievement
activates subjective efforts of computer science and
mathematics teachers, directed to the desired outcome
in personal and professional development.
According to the results of the study of the
motivational-value component of computer science
and mathematics teachers’ readiness to develop and
use CDGs in educational process, in particular, its
motivational-value component, we can conclude that
21,4% of teachers are diagnosed with motivation for
success and 30,4% of teachers are diagnosed with
high level of significance of readiness for the devel-
opment and implementation of CDGs for successful
professional activities.
Personality-reflexive component of readiness.
This component was considered with the applica-
tion of research methods of the ability to self-control
Figure 6: Results of the diagnosis of motivation for success
and fear of failure (high level (motivation for success is di-
agnosed) 21,4%, average – 59,2% (the motivational pole
is not clearly defined), low 19,4% of teachers (the moti-
vation of fear of failure is diagnosed).) (Gurevych et al.,
2020).
and reflective potential of the individual. “Question-
naire to determine the percentage distribution of com-
puter science and mathematics teachers by levels of
the ability to self-control” (Peisakhov, 1984; Zverkov
and Eidman, 1990) and “Questionnaire for determin-
ing the Indicators of personality-reflexive criterion
for evaluation of computer science and mathemat-
ics teachers’ readiness for CDGs development and
implementation” (developed by Klochko (Klochko,
System-Forming Aspects of the Computer Science and Mathematics Teachersâ
˘
A
´
Z Readiness to Develop and Use Computer Didactic Games
in Educational Process
503
2018) based on Rean et al. (Rean et al., 2000) meth-
ods) were used for this purpose. Accordingly, the
personality-reflexive component was used, which is
characterized by the determination of the teacher’s
personal style of activities, the awareness of the con-
tent of activities, the abilities to evaluate outcomes
and consequences, the skills of self-education, self-
realization in the professional activities, and life-long
learning. The indicators of this criterion are: the abil-
ity for self-analysis, self-control, self-organization;
the availability of the personal style of activities; un-
derstanding the scope of the activities on CDGs de-
veloping and implementing; the self-education skills.
The study enabled us to set up the following
system-creative factors that determine the ability of
computer science and mathematics teachers for self-
control: restraint, sense of duty, will power, disci-
plined manner, and responsibility.
The research results, using the ability to self-
control and reflective potential of the individual meth-
ods, show that the average values of self-control qual-
ity levels of computer science and mathematics teach-
ers were distributed as follows: high level 39,8%,
average level 51,5%, low level 8,7% (figure 7)
(Gurevych et al., 2020). In our opinion, such results
may be explained by job requirements and social con-
text.
Figure 7: Percentage distribution of computer science and
mathematics teachers by levels of the ability to self-control
(high level – 39,8%, average – 51,5%, low – 8,7% of teach-
ers).
Hence, as average indicators of the personality-
reflexive criterion of computer science and mathe-
matics teachers’ readiness to develop and implement
CDGs show that the highest rank belongs to teachers’
striving for strong performance in this area, for aware-
ness of shortcomings and sincere endeavor to im-
prove performance (diagnosed using the “Question-
naire for determining the Indicators of personality-
reflexive criterion for evaluation of computer science
and mathematics teachers’ readiness for CDGs de-
velopment and implementation”) (table 3, figure 8)
(Gurevych et al., 2020).
Summarizing the results of the research through
Table 3: Indicators of personality-reflexive criterion for
evaluation of computer science and mathematics teachers’
readiness for CDGs development and implementation. (The
question number column is labeled “”.)
In the sphere of In the sphere of
CDGs development, implementation,
ranking ranking
1 7 4
2 5 2
3 6 6
4 1 1
5 2 3
6 4 5
7 3 7
their integrative consideration and interpretation
within the semantic framework of the personality-
reflexive criterion, we note that according to the self-
control indicator, most computer science and mathe-
matics teachers are diagnosed with medium and high
levels of the ability to self-control. According to the
results of diagnosing the indicators of the personal-
reflective criterion for assessing the computer science
and mathematics teachers’ readiness to develop and
use CDGs, it can be concluded that teachers mostly
want to achieve high results in the areas of developing
and using CDGs, know their shortcomings and strive
to correct them, try to work in the direction of find-
ing new methods of techniques, forms, ways of im-
plementing CDGs, but to a lesser extent they work on
improving acquired competencies in this area.
Cognitive-activity component of readiness. For-
mation of computer science and mathematics teach-
ers’ readiness for the development and implementa-
tion of CDGs into the educational process has to be
based on practically oriented knowledge and intellec-
tual skills. The indicators of the cognitive-activity cri-
terion, which reflects the content and the technology
of development and implementation of CDGs, as well
as individual and psychological peculiarities of teach-
ers’ readiness, in particular cognitive, are: the field
knowledge, the abilities to use the field knowledge for
professional purposes and the cognitive activities.
Research according to the cognitive-activity cri-
terion was carried out using the “Questionnaire for
determining the indicators of cognitive-activity cri-
terion of evaluation of computer science and mathe-
matics teachers’ readiness to develop CDGs and im-
plement them into the educational process” (devel-
oped by Klochko (Klochko, 2018) based on Raven
(Raven, 1989) methods), “Questionnaire to deter-
mine the percentage distribution of computer sci-
ence and mathematics teachers by levels of the
ability to self-governance” (Peisakhov, 1984; Sherer
et al., 1982; Zverkov and Eidman, 1990), “Fedorets-
AET 2021 - Myroslav I. Zhaldak Symposium on Advances in Educational Technology
504
Figure 8: Indicators of personality-reflexive criterion for evaluation of computer science and mathematics teachers’ readiness
for CDGs development and implementation.
Klochko questionnaire for determining the value in-
terpretation of space by computer science and mathe-
matics teachers”, as well by the analysis of results of
computer science and mathematics teachers’ knowl-
edge in CDGs development and implementation the-
ory (the method of monitoring quiz (oral and writ-
ten) were used). This criterion also reflects the im-
portance of metacognitive strategies, which include
the formed abilities for goal setting, self-evaluation,
self-management, planning, control, and intellectual
reflection. It is significant that the mentioned intel-
lectual qualities should be essentially activity and,
accordingly, aimed at the professional sphere of the
teacher and, above all, at the development and use of
CDGs. Within the framework of this criterion, spa-
tiality is defined as an actual direction of the teacher’s
intellectual development. The spatial aspect is pre-
sented as spatio-cognitive and visual-spatial. Accord-
ingly, within the semantic framework of spatiality, the
problematic of the teacher’s availability of valuable
knowledge, understanding, intellectual intentions and
reflections of both real and virtual spaces is actualized
(Yevtuch et al., 2021). The cognitive-activity crite-
rion for the evaluation of computer science and math-
ematics teachers’ readiness for development and im-
plementation of CDGs characterizes the level of the-
oretical knowledge, ability to use and create activities
that are of significant importance in the professional
practice of computer science and mathematics teach-
ers.
The estimation of professional achievements,
however, does not fully reflect the level of com-
puter science and mathematics teachers’ knowledge
in this sphere, as it is a pretty formal indicator of their
readiness for the development and implementation of
CDGs. The average results of the quiz show that
computer science and mathematics teachers’ knowl-
edge in theory of CDGs development and implemen-
tation is as follows: high 4,2% and 24,8%; average
11,2% and 46,5%; low – 84,6% and 28,7% (figure 9,
figure 10) (Gurevych et al., 2020).
Figure 9: Average results of computer science and math-
ematics teachers’ knowledge in CDGs developing theory
(high level – 4,2%, average – 11,2%, low – 86,4% of teach-
ers) (Gurevych et al., 2020).
System-Forming Aspects of the Computer Science and Mathematics Teachersâ
˘
A
´
Z Readiness to Develop and Use Computer Didactic Games
in Educational Process
505
Figure 10: Average results of computer science and math-
ematics teachers’ knowledge in CDGs implementation the-
ory (high level 24,8%, average – 46,5%, low 28,7% of
teachers) (Gurevych et al., 2020).
Identifying the indicators of the cognitive-activity
criterion, we proceeded from the importance of
metacognitive strategies. Accordingly, with formed
meta-cognitive strategies the computer science and
mathematics teachers understand the process of de-
velopment and implementation of CDGs as a focused
and result-based management of the professional ac-
tivities and life-long learning that simulates abilities
to predict outcomes, plan, control, evaluate, monitor
and manage this process, overcome difficulties at the
time of achieving tactical and operational purposes as
well as strategic goals. we assumed that computer
science teachers understand the process of develop-
ment and implementation of CDGs as a focused and
result-based management of the professional activi-
ties and life-long learning that simulates abilities to
predict outcomes, plan, control, evaluate, monitor and
manage this process, overcome difficulties at the time
of achieving tactical and operational purposes as well
as strategic goals.
So, the results of the tests using the “Question-
naire to determine the percentage distribution of com-
puter science and mathematics teachers by levels of
the ability to self-governance” reveal that the com-
puter science and mathematics teachers’ ability to
self-governance, mainly, is on the average level. The
percentage distribution by ability levels is as follows:
35,7% high, 53,0% average, 11,3% low level
(figure 11) (Gurevych et al., 2020). These data show
that computer science and mathematics teachers ac-
cording to the self-governance indicator, which to
a large extent integratively reflects the formation of
metacognitive strategies, are ready to develop and use
CDGs in educational process.
The study shows that the formation of the readi-
ness of computer science and mathematics teach-
ers to develop and implement CDGs into the educa-
tional process is impossible without the correspond-
ing knowledge and intellectual skills in these spheres,
such as: knowledge of CDGs’ tools of develop-
Figure 11: Percentage distribution of computer science
and mathematics teachers by levels of the ability to self-
governance (high level 35,7%, average 53,0%, low
11,3% of teachers) (Gurevych et al., 2020).
ment and implementation (classification, functional
possibilities, didactic peculiarities, development re-
quirements), skills in selection of topics, design de-
velopment, knowledge of psychological peculiarities
of students’ age groups, etc. (table 4, figure 12)
(Gurevych et al., 2020). The efficient management
of this process demands knowledge of problem anal-
ysis, a clear vision of the situation, and the ability to
forecast and plan future actions.
Table 4: Indicators of cognitive-activity criterion of evalu-
ation of computer science and mathematics teachers’ readi-
ness to develop and implement CDGs into the educational
process. (The question number column is labeled “”).
In the sphere of In the sphere of
CDGs development, implementation,
ranking ranking
1 1 1
2 7 3
3 8 4
4 10 5
5 8 12
6 6 10
7 11 8
8 2 2
9 12 11
10 4 8
11 3 5
12 5 7
Summarizing the results of the research through
their integrative consideration and interpretation
within the semantic framework of the cognitive-
activity criterion, we note that according to the in-
vestigated indicators of the cognitive-activity crite-
rion, the majority of respondents are diagnosed with
an average and high level of formation indicators of
cognitive-activity and self-governance. The average
level of theoretical knowledge of computer science
and mathematics teachers on the development and use
AET 2021 - Myroslav I. Zhaldak Symposium on Advances in Educational Technology
506
Figure 12: Indicators of cognitive-activity criterion of evaluation of computer science and mathematics teachers’ readiness to
develop and implement CDGs into the educational process.
of CDGs in the educational process was also diag-
nosed, respectively 11,2% and 46,5%, and the high
level of theoretical knowledge of computer science
and mathematics teachers on the use of CDGs, re-
spectively 4,2% and 24,8%. It should be empha-
sized that 86,4% of respondents are diagnosed with
a low level of theoretical knowledge on the devel-
opment of CDGs. This may be due to the fact that
in the process of training and retraining, professional
development of informatics and mathematics teach-
ers, less attention is given to the topic of developing
computer games for use in the educational process.
The study shows that computer science and mathe-
matics teachers fully understand the process of devel-
opment and implementation of CDGs, know how to
choose games aimed at achieving lesson objectives.
They have knowledge, skills and are able to use CDGs
in the educational process but have little experience
in their development. In their professional activities,
computer science and mathematics teachers also face
difficulties in understanding the psychological pecu-
liarities of using CDGs by students. Teachers also
have to deal with the issue of the definition of the main
functionalities of CDGs, since their selection directly
influences the realization of the student-centered ap-
proach.
During the II stage of the research, which took
place in 2022, the value interpretations of space by a
mathematics and computer science teacher were stud-
ied. This study is considered in the content-semantic
framework of the formation of the cognitive-activity
component of readiness that was studied. The spatial
direction of the research is determined by the fact that
the specificity of the development of the cognitive-
activity component of readiness is the actualization
of the spatial aspect. The spatial aspect is presented
in two formats: visual-spatial, which helps to re-
veal visual-spatial intelligence, and spatial-cognitive,
which is aimed at the teacher’s use of spatial phenom-
ena (both real and virtual spaces) for purposeful rep-
resentation and illustration of relevant topics in math-
ematics and computer science.
Let’s consider the results of the questionnaire us-
ing the “Fedorets-Klochko questionnaire for deter-
mining the value interpretation of space by computer
science and mathematics teachers” using the method-
ological and interpretive potential of cluster analysis.
In the process of applying the SimpleKMeans algo-
rithm to the clustering model, built on the basis of a
set of data obtained during the questionnaire survey, 4
clusters (number 0, 1, 2, 3) were formed, the centroids
of which are shown in the table 5 (figure 13).
Cluster 0 is the largest in terms of volume and,
accordingly, formed 53% of the responses. The spec-
ified cluster unites answers that define space (real and
virtual) as a “pedagogical-technological” value that
System-Forming Aspects of the Computer Science and Mathematics Teachersâ
˘
A
´
Z Readiness to Develop and Use Computer Didactic Games
in Educational Process
507
Table 5: Model and evaluation of clustering data using the SimpleKMeans algorithm. (The question number column is labeled
”.)
Cluster 0, 53% Cluster 1, 23% Cluster 2, 13% Cluster 3, 13%
1 2 1 1 3
2 3 1 1 3
3 2 2 0 3
4 2 1 0 3
5 2 1 0 3
6 2 0 1 3
7 2 1 2 3
8 2 2 2 3
9 2 1 0 3
10 1 0 3 3
is significant in the process of teaching mathemat-
ics and computer science when using didactic com-
puter games (figure 14). This cluster defines the pos-
itive interpretation of space in quantitative represen-
tation as the middle between negative and highest.
Accordingly, a positive understanding of space as an
“pedagogical-instrumental” value can be purposefully
applied in the educational process. Cluster 0 dom-
inates in the specified sample is half. This domi-
nance indicates that the studied teachers, who make
up half of the sample, have a generally positive at-
titude towards this problem. At the same time, the
indicated “middle position” in the sample indicates a
not maximum readiness to actualize the spatial com-
ponent when using didactic computer games. The
not-total “fascination” with visual-spatial issues also
indicates the critical thinking and personal and intel-
lectual maturity of teachers, because the representa-
tion of space as an instrumental value is relatively
new and for many teachers it was revealed through
their questionnaires. As mentioned above, the pur-
pose of the survey was not only diagnosis, but also
actualization of the phenomenology of space as value-
oriented and technologically oriented. The trends of
Europeanization, democratization and humanization
of Ukrainian education defined in the Concept of the
New Ukrainian School (Zhorova et al., 2022) play a
certain role in such a dominant, but at the same time,
“moderate” or “medium” distribution. The specified
educational trends contribute to the professional de-
velopment of the teacher. Accordingly, the teacher
develops as a competent, critical-thinking and inde-
pendent person who finds and forms “his” teaching
methodology and methods.
Clusters 1 (23%) and Clusters 2 (13%) (total
36%) include answers that represent space (real and
virtual) as a “pedagogical-technological” value that is
considered significant, neutral or negative in the con-
text of teaching mathematics and computer science
when using didactic computers computer games. Ac-
cordingly, the answers can be presented as a contin-
uum from negative to positive 0, 1, 2 and 3 (one
answer). The presence of cluster 1 and cluster
2 (total 36%), which are quite significant in terms of
volume, which makes up more than a third, speaks of
a certain novelty and possible certain incomprehensi-
bility of the actualized issues, which are represented
in general terms, and not as a specific technology. It is
clear that at this stage the specified “visual-spatial ap-
proach” is first of all revealed at the level of method-
ology in the form of general ideas and interpretations.
Cluster 3, which is represented by 13% of re-
spondents’ answers, represents the highest level of
teachers’ interpretation of space (real and virtual) as
a technological value that is significant in the process
of teaching mathematics and computer science when
using didactic computer games. We explain the rel-
atively small percentage of people who, at the high-
est level, interpret space (real and virtual) in a value-
oriented way, considering it as a probable component
of the implementation of computer didactic games,
by the relative novelty of such a spatial approach, the
complexity and non-traditionality of its implementa-
tion (figure 14). In this aspect, it can be noted that
the emergence of virtual space as a digital technology,
as a specific “anthropo-techno-cultural” phenomenon
and the actualization of game-based learning meth-
ods provides an opportunity to better understand the
educational significance of the cognitive-valuable po-
tential of real space. In general, we observe a “shift”
in pedagogy towards the active use of environmen-
tal, contextual, “background” approaches to learning.
Accordingly, the environment, including space and
time, is understood not only as a background for the
educational process, but also as a special meaning-
ful and value-semantic aspect of learning or, even, a
“visual-spatial educational tool”.
Having analyzed the structure of the distribution
AET 2021 - Myroslav I. Zhaldak Symposium on Advances in Educational Technology
508
Figure 13: The centroid values of the clusters according to the question number of the “Fedorets-Klochko questionnaire for
determining the value interpretation of space by computer science and mathematics teachers” are presented in a bar and linear
charts.
of answers by clusters, it can be noted that it re-
flects the indicated trends of the emergence and ac-
tive development of contextual approaches (including
visual-spatial) in education and the active use of digi-
tal technologies.
Summarizing and interpreting the results of the
research of the spatial aspect in the system of the
cognitive-activity component of the studied readiness,
we can note that they reveal the relevance and signif-
icance of this “visual-spatial-cognitive” direction of
the development of the specified readiness, first of all
from a practical and pedagogical point of view. It
is important that many teachers understand the phe-
nomenology of real and virtual space as a significant
pedagogical tool that corresponds to the current mod-
ern ideas of spatial pedagogy, existential pedagogy,
child-centeredness, and contextual learning.
We can say that we are witnessing the beginning
System-Forming Aspects of the Computer Science and Mathematics Teachersâ
˘
A
´
Z Readiness to Develop and Use Computer Didactic Games
in Educational Process
509
Figure 14: The centroid values of the clusters according to the cluster number of the “Fedorets-Klochko questionnaire for
determining the value interpretation of space by computer science and mathematics teachers” are presented in a bar and linear
chart.
of an active integrative application of digital, spatial,
game, axiological methods and technologies, which
corresponds to the paradigmatic attitudes of postmod-
ernism, including the officially defined direction of
sustainable development, which pays special attention
to the “terrestrial space” and the person in it.
4 CONCLUSIONS
The readiness of computer science and mathemat-
ics teachers to develop and use CDGs in the educa-
tional process is a complex integrative personality-
professional formation, consisting of motivational-
value, cognitive-activity and personality-reflexive
components, which specified in their corresponding
criteria.
AET 2021 - Myroslav I. Zhaldak Symposium on Advances in Educational Technology
510
By the computer science and mathematics teach-
ers’ readiness to develop and use CDGs, we un-
derstand the integrated cognitive-activity profession-
alpersonal ability of the teacher, which contains
expressive value-motivational and reflective compo-
nents and is aimed at implementing CDGs into the
educational process, and is also implemented on the
basis of modern directions innovative develop-
ment, humanism, child-centrism, creativity, commu-
nicativeness, and taking into account spatial-temporal
and cultural-educational specifics.
Determining the state of formation of the
motivational-value component of readiness, we can
indicate that according to the indicator of motivation
for success in professional activity, 59,2% of teachers
have an average level of motivation (the motivational
pole is not clearly defined), 21,4% of teachers have a
high level of motivation (success motivation is diag-
nosed), and 19,4% of teachers have a low level (diag-
nosed lack of success motivation). According to the
indicator of the value of readiness for the development
and implementation of CDGs for successful profes-
sional activity, the following levels were determined:
30,4% – high, 50,1% – medium, 19,5% – low. There
is a certain correlation between the above indicators,
which indicates both the formation of the motivational
and value sphere and its professional orientation, as
well as its focus on the application of CDGs. The fol-
lowing value orientations in the field of development
and use of CDGs in the educational process were also
determined to be significant for teachers: “Possibili-
ties of introducing new methods and forms of working
with students”, which indicates developed innovative-
ness; “Development of students’ interest in studying
informatics”, which indicates the child-centered ori-
entation of teachers. Thus, analyzing and interpret-
ing the values of the above indicators, we can note
that according to the motivational-value criterion, an
average level of formation of the motivational-value
component of readiness is observed in most teachers.
According to the cognitive-activity component of
readiness according to the indicator of the ability
to self-governance, which reflects the formation of
metacognitive abilities, which includes goal setting,
self-esteem, self-management, planning, control, in-
tellectual reflection, the obtained percentage distri-
bution of its formation is 35,7% high, 53,0%
medium, 11,3% low in terms of levels. The pres-
ence of the prevailing high and medium levels indi-
cates a sufficiently high initial level of formation of
metacognitive abilities, which are included both in the
composition of the studied readiness and in the pro-
fessional and pedagogical competences of a computer
science and mathematics teacher. The average level
of theoretical knowledge of informatics and mathe-
matics teachers regarding the development and use of
CDGs in the educational process was diagnosed: av-
erage 11,2% and 46,5%; high 4,2% and 24,8%;
low 86,4% and 28,7%. Having analyzed the rel-
evant training programs, we believe that the reason
for such a state of the level of theoretical knowledge
is insufficient training in the indicated direction, both
during university studies and during advanced train-
ing in the conditions of postgraduate education. The
state of formation of the cognitive-activity component
of the readiness of computer science and mathemat-
ics teachers for the development and implementation
of CDGs according to the spatial indicator, according
to the results of the cluster analysis, professional in-
terest was determined in 53% of teachers, in 13%
a formed positive attitude is present, in 36% in-
significant interest or negative attitude. We explain
the small percentage of respondents who, at the high-
est level, interpret space (real and virtual) in a value-
oriented way, considering it as a probable spatial-
cognitive component of the implementation of CDGs,
by the relative novelty of such a spatial approach, the
complexity and unconventionality of its implementa-
tion. During the integrative examination of indicators
of the formation of the motivational-value component
in the semantic framework of its (motivational-value)
criterion, its average level of formation is determined.
The state of formation of the personal-reflective
component of computer science and mathematics
teachers’ readiness to develop and use CDGs accord-
ing to the indicator of the ability to self-control is
characterized by the following percentage distribu-
tion – high level – 39.8%, medium level – 51,5%, low
level – 8,7%. Predominance of medium and high lev-
els of self-control formation as a quality significant
for the teacher’s professional activity, including the
implementation of developed professional mathemat-
ical and informational competencies. According to
the personal-reflexive indicator, the vast majority of
teachers are diagnosed with the desire to achieve high
results, knowledge of their shortcomings and the de-
sire to correct them, which indicates purposefulness,
the presence of professionally directed reflection and
innovative orientation. During the integrative exami-
nation of indicators of the formation of the personal-
reflexive component in the semantic framework of its
(personal-reflexive) criterion, the average level of its
formation is determined.
Summarizing the results of the research based on
consideration of motivational-value, cognitive-active
and personal-reflective criteria, we can say about the
diagnosis of the average level of computer science and
mathematics teachers’ readiness to develop and use
System-Forming Aspects of the Computer Science and Mathematics Teachersâ
˘
A
´
Z Readiness to Develop and Use Computer Didactic Games
in Educational Process
511
CDGs. Based on this, we define the following main
strategies for its improvement: supplementing educa-
tional programs with topics that represent the ways
and practices of applying CDGs in the preparation
of future computer science and mathematics teachers,
their retraining and advanced training; application of
competency-based, activity-based approaches in or-
der to develop teachers’ professional orientation to the
application of CDGs; to activate the use of innovative
pedagogical technologies for the formation of com-
puter science and mathematics teachers’ readiness to
develop and use CDGs; to carry out an analysis of the
application of CDGs in other countries and the recep-
tion of positive pedagogical experience in this direc-
tion.
REFERENCES
Aiello, G. and Parry, K. (2019). Visual Communication:
Understanding Images in Media Culture. Sage.
Avetysian, A. (2020). Methodological fundamentals of
visual theory in the philosophical projects of Mau-
rice Merleau-Ponty and Gilles Deleuze. Filosofska
Dumka, (5):81–92.
B
¨
ackman, B. and Pilebro, C. (1999). Visual pedagogy in
dentistry for children with autism. ASDC journal of
dentistry for children, 66(5):325–31.
Berry, M. J. A. and Linoff, G. S. (2011). Data mining
techniques: for marketing, sales, and customer
relationship management. John Wiley & Sons, 2
edition. http://pzs.dstu.dp.ua/DataMining/bibl/Data%
20Mining%20Techniques%20For%20Marketing%
20Sales%20And%20Customer%20Relationship%
20Management%202Ed.pdf.
Bollin, A., Pasterk, S., Kesselbacher, M., Reci, E., Wieser,
M., and Lobnig, N. (2021). HCI in K12 Computer
Science Education Using HCI as a Topic and a Di-
dactic Tool. In CHItaly 2021: 14th Biannual Con-
ference of the Italian SIGCHI Chapter, CHItaly ’21,
New York, NY, USA. Association for Computing Ma-
chinery. https://doi.org/10.1145/3464385.3464717.
Briantseva, H. (2016). Vizualnyy pidkhid do pedahohich-
noyi komunikatsiyi [A visual approach to pedagog-
ical communication]. Ukrainian Journal of Educa-
tional Studies and Information Technology, 4(2):1–9.
https://doi.org/10.32919/10.32919/uesit.2016.02.1-9.
Bristar (2021). Heroes of Math and
Magic. https://bristarstudio.com/en/games/
heroes-of-math-and-magic.
Brito Da Silva, L. E., Melton, N. M., and Wunsch, D. C.
(2020). Incremental Cluster Validity Indices for On-
line Learning of Hard Partitions: Extensions and
Comparative Study. IEEE Access, 8:22025–22047.
https://doi.org/10.1109/ACCESS.2020.2969849.
Bykov, V. Y., Lytvynova, S. H., and Melnyk, O. M. (2017).
Effectiveness of education with electronic educational
game resources in primary school. Information tech-
nologies and learning tools, 62(6):34–46. https://doi.
org/10.33407/itlt.v62i6.1937.
Cabinet of Ministers of Ukraine (2011). On approval
of the State standard of basic and complete general
secondary education. https://zakon.rada.gov.ua/laws/
show/1392-2011-%D0%BF?lang=en#Text.
Chen, S., Zhang, S., Qi, G. Y., and Yang, J. (2020).
Games literacy for teacher education: Towards the im-
plementation of game-based learning. Educational
Technology & Society, 23(2):77–92. https://www.
researchgate.net/publication/343228250.
Deci, E. L. and Ryan, R. M. (2015). Self-Determination
Theory. In Wright, J. D., editor, International Ency-
clopedia of the Social & Behavioral Sciences, pages
486–491. Elsevier, Oxford, 2 edition. https://doi.org/
10.1016/B978-0-08-097086-8.26036-4.
Deleuze, G. (1989). Cinema 1: The Movement Image. The
Athlone Press, London & New York.
Descartes, R. (2018). Finding a foundation for knowledge.
In Philosophy: An Innovative Introduction: Fictive
Narrative, Primary Texts, and Responsive Writing,
pages 126–137. Routledge. https://doi.org/10.4324/
9780429498336.
Drushliak, M. H. (2021). Sutnist ta struktura
vizualno-informatsiynoyi kultury maybutnikh
uchyteliv matematyky ta informatyky [The
essence and structure of the visual and infor-
mational culture of would-be mathematics and
computer science teachers]. Visnyk univer-
sytetu imeni Alfreda Nobelya, (1(21)):141–147.
https://doi.org/10.32342/2522-4115-2021-1-21-16.
Du, R. Y., Yang, W., Lam, P. P. Y., Yiu, C. K. Y., and
McGrath, C. P. (2022). Developing a Toothbrush-
ing Visual Pedagogy (TBVP) for Preschool Children
with Autism Spectrum Disorder. Journal of Autism
and Developmental Disorders, 52(1):327–338. https:
//doi.org/10.1007/s10803-021-04946-5.
Gal’perin, P. I. (2012). An experimental study in the
formation of mental actions. In Readings in Edu-
cational Psychology: Learning and Teaching, vol-
ume 66, pages 142–154. Routledge.
Goldfarb, B. (2002). Visual Pedagogy: Media Cultures in
and beyond the Classroom. Duke University Press.
https://doi.org/10.1215/9780822384052.
Greene, R. W., Abidin, R. R., and Kmetz, C. (1997).
The index of teaching stress: A measure of student-
teacher compatibility. Journal of School Psy-
chology, 35(3):239–259. https://doi.org/10.1016/
S0022-4405(97)00006-X.
Gurevych, R. S., Klochko, O. V., Klochko, V. I., Kovto-
niuk, M. M., and Opushko, N. R. (2020). Computer
science teachers’ readiness to develop and use com-
puter didactic games in educational process. Informa-
tion technologies and learning tools, 75(1):122–137.
https://doi.org/10.33407/itlt.v75i1.3394.
Hakak, S., Noor, N. F. M., Ayub, M. N., Affal, H.,
Hussin, N., ahmed, E., and Imran, M. (2019). Cloud-
assisted gamification for education and learning – Re-
cent advances and challenges. Computers & Electri-
AET 2021 - Myroslav I. Zhaldak Symposium on Advances in Educational Technology
512
cal Engineering, 74:22–34. https://doi.org/10.1016/j.
compeleceng.2019.01.002.
Hall, E. T. (1959). The Silent Language. Dou-
bleday & Company, Inc.,, Garden City, New
York. https://monoskop.org/images/5/57/
Hall Edward T The Silent Language.pdf.
Klochko, O., Fedorets, V., Tkachenko, S., and Maliar,
O. (2020). The Use of Digital Technologies for
Flipped Learning Implementation. In Sokolov,
O., Zholtkevych, G., Yakovyna, V., Tarasich, Y.,
Kharchenko, V., Kobets, V., Burov, O., Semerikov,
S., and Kravtsov, H., editors, Proceedings of the
16th International Conference on ICT in Educa-
tion, Research and Industrial Applications. Integra-
tion, Harmonization and Knowledge Transfer. Vol-
ume II: Workshops, Kharkiv, Ukraine, October 06-10,
2020, volume 2732 of CEUR Workshop Proceedings,
pages 1233–1248. CEUR-WS.org. https://ceur-ws.
org/Vol-2732/20201233.pdf.
Klochko, O. V. (2018). Teoretychni i metodychni zasady
profesiynoyi pidhotovky maybutnikh menedzheriv
ahrarnoho vyrobnytstva zasobamy suchasnykh
informatsiyno-komunikatsiynykh tekhnolohiy (Theo-
retical and methodical principles for future managers
professional training in agricultural production
using the latest information and communication
technologies). D.Sc. thesis, Vinnytsia Mykhailo
Kotsiubynskyi State Pedagogical University.
Klochko, O. V., Fedorets, V. M., Klochko, V. I., and Ko-
rmer, M. V. (2022a). The Use of Ensemble Classifi-
cation and Clustering Methods of Machine Learning
in the Study of Internet Addiction of Students. In Se-
merikov, S., Osadchyi, V., and Kuzminska, O., edi-
tors, Proceedings of the 1st Symposium on Advances
in Educational Technology - Volume 1: AET, pages
241–260. INSTICC, SciTePress. https://doi.org/10.
5220/0010923500003364.
Klochko, O. V., Tkachenko, S. V., Babiichuk, I. M., Fe-
dorets, V. M., and Galych, T. V. (2022b). Using
Virtual Reality Technologies for Teaching Computer
Science at Secondary School. In Ignatenko, O.,
Kharchenko, V., Kobets, V., Kravtsov, H., Tarasich,
Y., Ermolayev, V., Esteban, D., Yakovyna, V., and Spi-
vakovsky, A., editors, ICTERI 2021 Workshops, pages
231–246, Cham. Springer International Publishing.
https://doi.org/10.1007/978-3-031-14841-5
15.
Lakoff, G. and Johnson, M. (1980). Metaphors
We Live By. The University of Chicago Press,
Chicago and London. https://archive.org/details/
metaphorsweliveb00lako.
Manzano-Le
´
on, A., Camacho-Lazarraga, P., Guerrero,
M. A., Guerrero-Puerta, L., Aguilar-Parra, J. M.,
Trigueros, R., and Alias, A. (2021). Between Level
Up and Game Over: A Systematic Literature Re-
view of Gamification in Education. Sustainability,
13(4):2247. https://doi.org/10.3390/su13042247.
Mathe, M., Verhagen, H., and Wiklund, M. (2018). Dig-
ital Games in Education: Exploring Teachers’ Prac-
tices and Challenges From Play to Co-Design. In Pro-
ceedings of the 12th European Conference on Games
Based Learning, pages 388–395.
Maturana Romes
´
ın, H. and Varela, F. (2009). El
´
arbol del
conocimiento: las bases biol
´
ogicas del entendimiento
humano. Editorial Universitaria, Santiago de Chile.
https://repositorio.uchile.cl/handle/2250/119932.
Mayer, R. E. (2019). Computer Games in Education. An-
nual Review of Psychology, 70:531–549. https://doi.
org/10.1146/annurev-psych-010418-102744.
Merleau-Ponty, M. (2005). Phenomenology of Perception.
Routledge, London and New York. https://tinyurl.
com/59unk4e2.
Michala, M., Alexakos, C., and Tsolis, D. (2018). Mo-
bile Applications and Games for a Digital Educational
Program on Art and Culture in Secondary School. In
2018 9th International Conference on Information, In-
telligence, Systems and Applications (IISA), pages 1–
6. https://doi.org/10.1109/IISA.2018.8633697.
Milat, J. (2017). Teacher teleological competen-
cies. International Journal for Education,
Research and Trainning (IJERT), 3(1):34–42.
http://periodica.fzf.ukim.edu.mk/ijert/IJERT%
2003.1%20(2016-2017)/IJERT%202016-2017%
201.08%20Josip%20Milat%20-%20TEACHER%
20TELEOLOGICAL%20COMPETENCIES.pdf.
Moshtaghi, M., Bezdek, J. C., Erfani, S. M., Leckie, C.,
and Bailey, J. (2018). Online Cluster Validity Indices
for Streaming Data. https://doi.org/10.48550/ARXIV.
1801.02937.
Nousiainen, T., Kangas, M., Rikala, J., and Vesisenaho, M.
(2018). Teacher competencies in game-based peda-
gogy. Teaching and Teacher Education, 74:85–97.
https://doi.org/10.1016/j.tate.2018.04.012.
Oliveira, W., Hamari, J., Shi, L., Toda, A. M., Ro-
drigues, L., Palomino, P. T., and Isotani, S. (2023).
Tailored gamification in education: A literature re-
view and future agenda. Education and Informa-
tion Technologies, 28(1):373–406. https://doi.org/10.
1007/s10639-022-11122-4.
Peisakhov, N. M. (1984). Regularities of the dynamics of
mental phenomena. KSU, Kazan.
Picka, K., Dosedla, M., Hrb
´
a
ˇ
cek, J., and Hodis, Z. (2022).
Teachers’ experience with digital games in Czech pri-
mary schools. Entertainment Computing, 42:100483.
https://doi.org/10.1016/j.entcom.2022.100483.
Raven, J. (1989). The Raven Progressive Matrices: A Re-
view of National Norming Studies and Ethnic and So-
cioeconomic Variation Within the United States. Jour-
nal of Educational Measurement, 26(1):1–16. https:
//doi.org/10.1111/j.1745-3984.1989.tb00314.x.
Rean, A. A., Bordovskaya, N. V., and Rozum, S. I. (2000).
Psychology and Pedagogy. Peter, SPb.
Rocha, T. and Barroso, J. (2021). PLAY for LEARNING:
Serious Games to Assist Learning of Basic Didac-
tic Concepts: A Pilot Study. In Fang, X., editor,
HCI in Games: Serious and Immersive Games, vol-
ume 12790 of Lecture Notes in Computer Science,
pages 62–71, Cham. Springer International Publish-
ing. https://doi.org/10.1007/978-3-030-77414-1
6.
Rybka, N. M. (2018). Gamification and experience of using
computer games in teaching philosophy in technical
System-Forming Aspects of the Computer Science and Mathematics Teachersâ
˘
A
´
Z Readiness to Develop and Use Computer Didactic Games
in Educational Process
513
institutions of higher education. Information Tech-
nologies and Learning Tools, 67(5):213–225. https:
//doi.org/10.33407/itlt.v67i5.2108.
Scratch (2022). Scratch: About Scratch. https://scratch.mit.
edu/about.
Semerikov, S. O., Mintii, M. M., and Mintii, I. S. (2021a).
Review of the course “Development of Virtual and
Augmented Reality Software” for STEM teachers:
implementation results and improvement potentials.
In Lytvynova, S. H. and Semerikov, S. O., ed-
itors, Proceedings of the 4th International Work-
shop on Augmented Reality in Education (AREdu
2021), Kryvyi Rih, Ukraine, May 11, 2021, volume
2898 of CEUR Workshop Proceedings, pages 159–
177. CEUR-WS.org. https://ceur-ws.org/Vol-2898/
paper09.pdf.
Semerikov, S. O., Teplytskyi, I. O., Soloviev, V. N., Hama-
niuk, V. A., Ponomareva, N. S., Kolgatin, O. H., Kol-
gatina, L. S., Byelyavtseva, T. V., Amelina, S. M., and
Tarasenko, R. O. (2021b). Methodic quest: Rein-
venting the system. Journal of Physics: Confer-
ence Series, 1840(1):012036. https://doi.org/10.1088/
1742-6596/1840/1/012036.
Sherer, M., Maddux, J. E., Mercandante, B., Prentice-Dunn,
S., Jacobs, B., and Rogers, R. W. (1982). The Self-
Efficacy Scale: Construction and Validation. Psy-
chological Reports, 51(2):663–671. https://doi.org/
10.2466/pr0.1982.51.2.663.
Subrahmanyam, K. and Greenfield, P. M. (1994). Effect
of video game practice on spatial skills in girls and
boys. Journal of Applied Developmental Psychology,
15(1):13–32. https://doi.org/10.1016/0193-3973(94)
90004-3.
Tobias, S. and Fletcher, D. (2012). Learning from Computer
Games: A Research Review. In De Wannemacker, S.,
Vandercruysse, S., and Clarebout, G., editors, Seri-
ous Games: The Challenge, volume 280 of Commu-
nications in Computer and Information Science, pages
6–17, Berlin, Heidelberg. Springer Berlin Heidelberg.
https://doi.org/10.1007/978-3-642-33814-4
2.
Unger, M., Marsan, G. A., Meissner, D., Polt, W., and Cer-
vantes, M. (2020). New challenges for universities
in the knowledge triangle. The Journal of Technol-
ogy Transfer, 45(3):806–819. https://doi.org/10.1007/
s10961-018-9699-8.
Vakaliuk, T., Chyzhmotria, O., Chyzhmotria, O., Did-
kivska, S., and Kontsedailo, V. (2023). The use of
massive open online courses in teaching the funda-
mentals of programming to software engineers. Ed-
ucational Technology Quarterly. https://doi.org/10.
55056/etq.37.
Varina, H. B., Osadchyi, V. V., Goncharova, O. A., and
Sankov, S. M. (2022). Features of gamification com-
ponent introduction during the development of con-
structive strategies for overcoming youth life crises.
Educational Dimension, 6:84–107. https://doi.org/10.
31812/educdim.4454.
Volochkov, A. A. (2007). Aktivnost subekta bytiia: integra-
tivnyi podkhod [Activity of the subject of being: inte-
grative approach]. Permskiy gosudarstvennyy peda-
gogicheskiy universitet, Perm.
WEKA (2021). Weka 3: Machine Learning Software in
Java. http://old-www.cms.waikato.ac.nz/
ml/weka/.
Yevtuch, M. B., Fedorets, V. M., Klochko, O. V., Shyshk-
ina, M. P., and Dobryden, A. V. (2021). Develop-
ment of the health-preserving competence of a phys-
ical education teacher on the basis of N. Bernstein’s
theory of movements construction using virtual real-
ity technologies. In Lytvynova, S. H. and Semerikov,
S. O., editors, Proceedings of the 4th International
Workshop on Augmented Reality in Education (AREdu
2021), Kryvyi Rih, Ukraine, May 11, 2021, volume
2898 of CEUR Workshop Proceedings, pages 294–
314. CEUR-WS.org. https://ceur-ws.org/Vol-2898/
paper16.pdf.
Zhaldak, M. I., editor (2012). Otsinyuvannya yakosti
prohramnykh zasobiv navchalnoho pryznachennya
dlya zahalnoosvitnikh navchalnykh zakladiv [Evalua-
tion of the quality of educational software for general
educational institutions]. Pedahohichna dumka, Kyiv.
https://lib.iitta.gov.ua/619/.
Zhorova, I., Kokhanovska, O., Khudenko, O., Osypova,
N., and Kuzminska, O. (2022). Teachers’ training
for the use of digital tools of the formative assess-
ment in the implementation of the concept of the new
ukrainian school. Educational Technology Quarterly,
2022(1):56–72. https://doi.org/10.55056/etq.11.
Zverkov, A. and Eidman, Y. (1990). Diagnostika
volevogo samokontrolja (oprosnik VSK) [Diagnos-
tics of Strong-willed Self-regulation (VSK) question-
naire]. In Praktikum po psihodiagnostike. Psihodiag-
nostika motivacii i samoreguljacii [Workshop on psy-
chological diagnostics. Psychodiagnostics of motiva-
tion and self-regulation], pages 116–126. MGU.
AET 2021 - Myroslav I. Zhaldak Symposium on Advances in Educational Technology
514