- Вербовецький, Дмитро Володимирович (orcid.org/0000-0002-4716-9968) (2025) Methodology for Using Digital Game-Based Technologies in the Training of Future Bachelors of Computer Science Doctoral thesis, Інституті цифровізації освіти.
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Abstract
Verbovetsky D. V. Methodology of using digital game technologies in the process of training future bachelors of computer science. – Qualification scientific work in the form of a manuscript. Dissertation for the degree of Doctor of Philosophy (PhD) in the specialty 011 – Educational, Pedagogical Sciences, educational and scientific program «Information and Communication Technologies in Education». – Institute of Digitalization of Education of the National Academy of Pedagogical Sciences of Ukraine, Kyiv, 2025. The dissertation is devoted to the study of the problem of using digital gaming technologies in the process of training future bachelors of computer science. The conceptual and terminological apparatus of the study was analyzed, the basic concepts were clarified: "gamification", "digital gaming technologies", "digitalization of education". An analysis of domestic and foreign experience in using digital gaming technologies in higher education institutions was carried out. Positive developments were identified, existing difficulties in implementing CIT in the educational process were identified, which necessitates the development of a methodology for their application. The bibliometric analysis made it possible to identify the main scientific sources, authors and journals that form the scientific discourse on the specified topic. Analysis of domestic and foreign experience in the field of using digital gaming technologies in the training of future bachelors of computer science showed that their use contributes to the development of professional competencies of education seekers. In particular, digital gaming technologies significantly increase the level of mastery of programming skills, algorithmic thinking, team interaction and effective communication, which are especially important in the professional activities of future specialists. In addition, the introduction of digital gaming elements into the educational process stimulates students' motivation for independent learning, contributes to the formation of their ability for professional self-development and increases interest in acquiring new knowledge. At the same time, despite the positive results and growing popularity of digital gaming technologies in the world, there is still a need to create and implement effective methods that ensure the systematic and justified use of CIT in professional training. The general research methodology is described, which provides for a comprehensive approach to the implementation of digital gaming technologies, and a model of using such technologies in the process of training future bachelors of computer science is also described. The proposed model is focused on students of the specialties 014.09 Secondary Education (Informatics) and 122 Computer Science and ensures the use of digital gaming technologies at different stages of the educational process. It includes a target component, which defines the approaches, standards, needs and goals of professional training; a content-methodological component, which outlines the content of training, methods and forms of organizing educational activities; a technological component, which takes into account digital tools, platforms and means for implementing the educational process; a diagnostic component, which provides substantiated methods for assessing learning outcomes and levels of development of students' professional competencies; and a performance component, which determines the expected results of using digital gaming technologies in professional training and criteria for assessing their effectiveness. The developed model provides a comprehensive approach to the use of digital gaming technologies in the training of future bachelors of computer science, contributing to the formation of their professional competence in accordance with the modern requirements of the educational process and the labor market. The criteria for selecting CIZ for use in teaching bachelors of computer science and their indicators have been determined: design criterion (flexibility of settings, accessibility, authorization and access management, the ability to create study groups), cloud-oriented criterion (availability of a web version, support for a mobile application, offline availability), functional criterion (availability of interactive tasks, reports and analytics, multilingualism), information and communication criterion (communication tools, collaboration, feedback, help section), information and didactic criterion (base of educational materials, classification of educational tasks, the ability to create competitions, access to the history of attempts to complete tasks). An author's methodology for using digital gaming technologies for training future bachelors of computer science has been developed, which is implemented within the following areas: • use of digital game applications in teaching the disciplines «Programming» and «Fundamentals of Web Design» for specialties 014 Secondary Education (Informatics) and 122 Computer Science. The direction involves the use of CIZ for the development of algorithmic thinking, practical skills in programming and web development, as well as increasing student motivation and using game platforms (Kahoot!, Quizziz, Minecraft Education) for the development of tests, practical tasks and quests, which contributes to the active assimilation of the material and consolidation of students' skills; • preparation of applicants for the specialty 014.09 Secondary Education (Informatics) for the use of game technologies in professional activities, the purpose of which is to develop the skills of future teachers to implement game technologies in the educational process of secondary education. The direction describes approaches to teaching the development of didactic materials using game platforms, conducting classes in the format of interactive quests and quizzes, as well as assessing the effectiveness of such methods for developing students' competencies; • preparation for designing digital game learning tools for applicants for specialties 122 Computer Science. The direction focuses on developing students' skills in developing their own CIZ. It includes studying the principles of game design, integrating gamification elements into software, and creating game applications based on modern platforms (Unity, Scratch, 3DGameLab, Godot Engine). An experimental verification of the effectiveness of the developed methodology was carried out, the results of the questionnaires and pedagogical experiment were processed, and their generalization and interpretation were carried out. Statistical methods were used to analyze the obtained data, in particular, Shapiro-Wilk type criteria (testing the normality of data distribution), Mann-Whitney U-criterion (comparison of independent samples without assuming normality), Chi-square criterion (analysis of dependencies between categorical variables), Wilcoxon signed-rank criterion (assessment of changes in paired samples (before and after the experiment)), T-test for independent samples (comparing averages in numerical data), Likert scale (assessment of questionnaire data and analysis of response distribution), Cronbach's alpha (testing the reliability of the questionnaire and internal consistency of the scales), correlation analysis (establishing relationships between random variables), descriptive statistics (analysis of median, mode, variance, interquartile range). The scientific novelty and theoretical significance of the results obtained lie in the fact that the principles of using digital game technologies in the process of training future bachelors of computer science have been identified and systematized; criteria for selecting digital game technologies for use in the process of developing professional competencies of future bachelors of computer science have been developed for the first time; a model for using game technologies in the training of future bachelors of computer science has been theoretically substantiated, developed and tested; the concepts of «digital game technologies», «gamification», «digitalization of education» have been clarified. The practical significance of the results of the dissertation research lies in the fact that digital gaming technologies have been selected for use in the process of training future bachelors of computer science; the following have been developed: • methodology for using digital gaming technologies in the process of training future bachelors of computer science (disciplines «Programming», «Fundamentals of Web Design»); • elective course «Methodology of using gaming technologies» for students of the specialty 014.09 Secondary Education (Informatics); • practical cases of training future bachelors of computer science in designing game applications (for students of the specialties 121 Software Engineering and 122 Computer Science). The theoretical and practical results of the research can be used in higher education institutions in the process of studying individual disciplines of professional training of future bachelors of computer science, in teaching how to develop and use CIT in future professional activities, for the selection and development of educational and methodological support for the courses «Programming», «Computer Architecture», «Game Design», «Computer Graphics», «Computer Networks», «Operating Systems».
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