<?xml version="1.0" encoding="UTF-8"?>
<!DOCTYPE article PUBLIC "-//NLM//DTD JATS (Z39.96) Journal Publishing DTD v1.3 20210610//EN" "JATS-journalpublishing1-3.dtd">
<article article-type="research-article" dtd-version="1.3" xmlns:mml="http://www.w3.org/1998/Math/MathML" xmlns:xlink="http://www.w3.org/1999/xlink" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xml:lang="ru"><front><journal-meta><journal-id journal-id-type="publisher-id">infojournal</journal-id><journal-title-group><journal-title xml:lang="ru">Информатика и образование</journal-title><trans-title-group xml:lang="en"><trans-title>Informatics and education</trans-title></trans-title-group></journal-title-group><issn pub-type="ppub">0234-0453</issn><issn pub-type="epub">2658-7769</issn><publisher><publisher-name>Publishing House Education and Informatics</publisher-name></publisher></journal-meta><article-meta><article-id pub-id-type="doi">10.32517/0234-0453-2024-39-2-48-58</article-id><article-id custom-type="elpub" pub-id-type="custom">infojournal-1081</article-id><article-categories><subj-group subj-group-type="heading"><subject>Research Article</subject></subj-group><subj-group subj-group-type="section-heading" xml:lang="ru"><subject>ПЕДАГОГИЧЕСКИЙ ОПЫТ</subject></subj-group><subj-group subj-group-type="section-heading" xml:lang="en"><subject>PEDAGOGICAL EXPERIENCE</subject></subj-group></article-categories><title-group><article-title>Использование игрового чат-бота для развития навыков алгоритмического и логического мышления</article-title><trans-title-group xml:lang="en"><trans-title>Using the gaming chatbot to develop algorithmic and logical thinking skills</trans-title></trans-title-group></title-group><contrib-group><contrib contrib-type="author" corresp="yes"><contrib-id contrib-id-type="orcid">https://orcid.org/0000-0003-3416-7645</contrib-id><name-alternatives><name name-style="eastern" xml:lang="ru"><surname>Варнавский</surname><given-names>А. Н.</given-names></name><name name-style="western" xml:lang="en"><surname>Varnavsky</surname><given-names>A. N.</given-names></name></name-alternatives><bio xml:lang="ru"><p>Варнавский Александр Николаевич, канд. тех. наук, доцент, доцент департамента компьютерной инженерии, Московский институт электроники и математики им. А. Н. Тихонова</p><p>Москва</p></bio><bio xml:lang="en"><p>Alexander N. Varnavsky, Candidate of Sciences (Engineering), Docent, Associate Professor at the School of Computer Engineering, HSE Tikhonov Moscow Institute of Electronics and Mathematics</p><p>Moscow</p></bio><email xlink:type="simple">avarnavsky@hse.ru</email><xref ref-type="aff" rid="aff-1"/></contrib></contrib-group><aff-alternatives id="aff-1"><aff xml:lang="ru">Национальный исследовательский университет «Высшая школа экономики»<country>Россия</country></aff><aff xml:lang="en">National Research University Higher School of Economics<country>Russian Federation</country></aff></aff-alternatives><pub-date pub-type="collection"><year>2024</year></pub-date><pub-date pub-type="epub"><day>21</day><month>06</month><year>2024</year></pub-date><volume>39</volume><issue>2</issue><fpage>48</fpage><lpage>58</lpage><permissions><copyright-statement>Copyright &amp;#x00A9; Варнавский А.Н., 2024</copyright-statement><copyright-year>2024</copyright-year><copyright-holder xml:lang="ru">Варнавский А.Н.</copyright-holder><copyright-holder xml:lang="en">Varnavsky A.N.</copyright-holder><license license-type="creative-commons-attribution" xlink:href="https://creativecommons.org/licenses/by/4.0/" xlink:type="simple"><license-p>This work is licensed under a Creative Commons Attribution 4.0 License.</license-p></license></permissions><self-uri xlink:href="https://info.infojournal.ru/jour/article/view/1081">https://info.infojournal.ru/jour/article/view/1081</self-uri><abstract><p>Использование специальных компьютерных игр на занятиях повышает вовлеченность обучающихся в образовательный процесс, поддерживает их интерес к получению знаний и навыков, в том числе при обучении программированию. Вследствие логического и рационального характера решения задач по программированию для обучения компьютерным наукам хорошо подходят логические игры и игры-головоломки, которые развивают когнитивные способности, логическое и алгоритмическое мышление. С учетом популярности игры-головоломки Wordle, а также того факта, что словесные игры очень эффективны для развития когнитивных способностей, был разработан игровой чат-бот с заданиями-головоломками, организованный по принципам Wordle, для изучения компьютерных наук и программирования. Целью статьи является исследование влияния разработанного игрового чат-бота на алгоритмическое и логическое мышление студентов.</p><p>В исследовании приняли участие студенты 3-го курса бакалавриата направления подготовки «Информационные системы и технологии» факультета информационных технологий Московского политехнического университета. Студенты использовали игрового чат-бота вне аудитории в течение десяти дней, а также заполняли анкеты до и после использования. Анализ опросов студентов показал положительное влияние данного чат-бота на активизацию памяти, внимания и в особенности логического мышления обучающихся, а также на оценку восприятия студентами сложности программирования, собственных знаний о языках программирования и навыков логического мышления.</p><p>Полученные результаты расширяют современные представления относительно применения игровых чат-ботов и заданий-головоломок при обучении компьютерным наукам и программированию. Представленный чат-бот повышает интерес обучающихся к занятиям, вовлеченность в процесс обучения, а также обеспечивает развитие их когнитивных способностей.</p><p>Сделанные в статье выводы могут иметь практический интерес для преподавателей информатики и программирования, вносят вклад в развитие построения игровых чат-ботов, а также использования словесных головоломок для обучения компьютерным наукам.</p></abstract><trans-abstract xml:lang="en"><p>The use of special computer games in classes increases student engagement and maintains their interest in learning, including learning computer science. Due to the logical and rational nature of solving programming problems, logic games and puzzle games that develop cognitive abilities, logical and algorithmic thinking are well suited for teaching computer science. Considering the popularity of Wordle puzzle game and the fact that word games are very effective for developing cognitive abilities, a gaming chatbot with puzzle tasks organized according to Wordle principles was developed for learning computer science and programming. The aim of the article is to investigate the effect of the developed gaming chatbot on students’ algorithmic and logical thinking.</p><p>The study involved 3rd year undergraduate students of the educational program “Information Systems and Technologies”, Faculty of Information Technologies, Moscow Polytechnic University. The students used the gaming chatbot outside of class for 10 days and completed surveys before and after use. The analysis of the students’ surveys showed the impact of this gaming chatbot on the activation of memory, attention and to a greater extent logical thinking of the students, as well as on assessing students’ perception of the complexity of programming, their own knowledge of programming languages and logical thinking skills.</p><p>The results of the study expand current ideas regarding the use of gaming chatbots and Wordle-type puzzle tasks in teaching computer science and programming. The presented gaming chatbot will help to increase students’ interest in classes, students’ involvement in the learning process, and ensure the development of their cognitive abilities.</p><p>The conclusions of the article may be of practical interest to informatics and programming teachers. They contribute to the development of the direction of building gaming chatbots, as well as the use of word puzzles for teaching computer science.</p><p> </p></trans-abstract><kwd-group xml:lang="ru"><kwd>компьютерные игры</kwd><kwd>логическое мышление</kwd><kwd>игровой чат-бот</kwd><kwd>программирование</kwd><kwd>задания-головоломки</kwd><kwd>Wordle</kwd></kwd-group><kwd-group xml:lang="en"><kwd>computer games</kwd><kwd>logical thinking</kwd><kwd>gaming chatbot</kwd><kwd>programming</kwd><kwd>puzzle</kwd><kwd>Wordle</kwd></kwd-group><funding-group xml:lang="ru"><funding-statement>Публикация подготовлена в ходе/в результате проведения исследования/работы (№22-00-052) в рамках программы «Научный фонд Национального исследовательского университета “Высшая школа экономики” (НИУ ВШЭ)»</funding-statement></funding-group><funding-group xml:lang="en"><funding-statement>The publication was prepared in the course of/as the result of the research/work (grant No 22-00-052) within the framework of the HSE Academic Fund Program</funding-statement></funding-group></article-meta></front><back><ref-list><title>References</title><ref id="cit1"><label>1</label><citation-alternatives><mixed-citation xml:lang="ru">Nikula U., Gotel O., Kasurinen J. A motivation guided holistic rehabilitation of the first programming course. ACM Transactions on Computing Education (TOCE). 2011;11(4):1–38. DOI: 10.1145/2048931.2048935.</mixed-citation><mixed-citation xml:lang="en">Nikula U., Gotel O., Kasurinen J. A motivation guided holistic rehabilitation of the first programming course. ACM Transactions on Computing Education (TOCE). 2011;11(4):1–38. DOI: 10.1145/2048931.2048935.</mixed-citation></citation-alternatives></ref><ref id="cit2"><label>2</label><citation-alternatives><mixed-citation xml:lang="ru">Santana B. L., Araujo L. G., Bittencourt R. A. Considerando a motivação dos estudantes em experiências de ensino-aprendizagem de computação. Anais dos Workshops do VII Congresso Brasileiro de Informática na Educação (CBIE 2018). Fortaleza, CE, Brasil, Sociedade Brasileira de Computação; 2018:500. (In Portuguese.) DOI: 10.5753/CBIE.WCBIE.2018.500.</mixed-citation><mixed-citation xml:lang="en">Santana B. L., Araujo L. G., Bittencourt R. A. Considerando a motivação dos estudantes em experiências de ensino-aprendizagem de computação. Anais dos Workshops do VII Congresso Brasileiro de Informática na Educação (CBIE 2018). Fortaleza, CE, Brasil, Sociedade Brasileira de Computação; 2018:500. (In Portuguese.) DOI: 10.5753/CBIE.WCBIE.2018.500.</mixed-citation></citation-alternatives></ref><ref id="cit3"><label>3</label><citation-alternatives><mixed-citation xml:lang="ru">Mayer R. E. Computer games in education. Annual Review of Psychology. 2019;70:531–549. DOI: 10.1146/ANNUREV-PSYCH-010418-102744.</mixed-citation><mixed-citation xml:lang="en">Mayer R. E. Computer games in education. Annual Review of Psychology. 2019;70:531–549. DOI: 10.1146/ANNUREV-PSYCH-010418-102744.</mixed-citation></citation-alternatives></ref><ref id="cit4"><label>4</label><citation-alternatives><mixed-citation xml:lang="ru">Nouchi R., Taki Y., Takeuchi H., et al. Brain training game boosts executive functions, working memory and processing speed in the young adults: A randomized controlled trial. PLoS ONE. 2013;8(2):e55518. DOI: 10.1371/JOURNAL.PONE.0055518.</mixed-citation><mixed-citation xml:lang="en">Nouchi R., Taki Y., Takeuchi H., et al. Brain training game boosts executive functions, working memory and processing speed in the young adults: A randomized controlled trial. PLoS ONE. 2013;8(2):e55518. DOI: 10.1371/JOURNAL.PONE.0055518.</mixed-citation></citation-alternatives></ref><ref id="cit5"><label>5</label><citation-alternatives><mixed-citation xml:lang="ru">Huang V., Young M., Fiocco A. J. The association between video game play and cognitive function: Does gaming platform matter? Cyberpsychology, Behavior, and Social Networking. 2017;20(11):689–694. DOI: 10.1089/CYBER.2017.0241.</mixed-citation><mixed-citation xml:lang="en">Huang V., Young M., Fiocco A. J. The association between video game play and cognitive function: Does gaming platform matter? Cyberpsychology, Behavior, and Social Networking. 2017;20(11):689–694. DOI: 10.1089/CYBER.2017.0241.</mixed-citation></citation-alternatives></ref><ref id="cit6"><label>6</label><citation-alternatives><mixed-citation xml:lang="ru">Cunningham-Nelson S., Boles W., Trouton L., Margerison E. A review of chatbots in education: Practical steps forward. Proc. 30th Annual Conf. for the Australasian Association for Engineering Education (AAEE 2019): Educators Becoming Agents of Change: Innovate, Integrate, Motivate. Brisbane, Queensland, Australia, Engineers Australia; 2019:299–306. DOI: 10.3316/INFORMIT.068364390172788.</mixed-citation><mixed-citation xml:lang="en">Cunningham-Nelson S., Boles W., Trouton L., Margerison E. A review of chatbots in education: Practical steps forward. Proc. 30th Annual Conf. for the Australasian Association for Engineering Education (AAEE 2019): Educators Becoming Agents of Change: Innovate, Integrate, Motivate. Brisbane, Queensland, Australia, Engineers Australia; 2019:299–306. DOI: 10.3316/INFORMIT.068364390172788.</mixed-citation></citation-alternatives></ref><ref id="cit7"><label>7</label><citation-alternatives><mixed-citation xml:lang="ru">Vahldick A., Mendes A. J., Marcelino M. J. A review of games designed to improve introductory computer programming competencies. Proc. Frontiers in Education Conference (FIE). Madrid, Spain, Institute of Electrical and Electronics Engineers Inc.; 2014:1–7. DOI: 10.1109/FIE.2014.7044114.</mixed-citation><mixed-citation xml:lang="en">Vahldick A., Mendes A. J., Marcelino M. J. A review of games designed to improve introductory computer programming competencies. Proc. Frontiers in Education Conference (FIE). Madrid, Spain, Institute of Electrical and Electronics Engineers Inc.; 2014:1–7. DOI: 10.1109/FIE.2014.7044114.</mixed-citation></citation-alternatives></ref><ref id="cit8"><label>8</label><citation-alternatives><mixed-citation xml:lang="ru">Zhan Z., He L., Tong Y., et al. The effectiveness of gamification in programming education: Evidence from a meta-analysis. Computers and Education: Artificial Intelligence. 2022;3:100096. DOI: 10.1016/J.CAEAI.2022.100096.</mixed-citation><mixed-citation xml:lang="en">Zhan Z., He L., Tong Y., et al. The effectiveness of gamification in programming education: Evidence from a meta-analysis. Computers and Education: Artificial Intelligence. 2022;3:100096. DOI: 10.1016/J.CAEAI.2022.100096.</mixed-citation></citation-alternatives></ref><ref id="cit9"><label>9</label><citation-alternatives><mixed-citation xml:lang="ru">Long J. Just for fun: Using programming games in software programming training and education. Journal of Information Technology Education: Research. 2007;6:279–290. DOI: 10.28945/216.</mixed-citation><mixed-citation xml:lang="en">Long J. Just for fun: Using programming games in software programming training and education. Journal of Information Technology Education: Research. 2007;6:279–290. DOI: 10.28945/216.</mixed-citation></citation-alternatives></ref><ref id="cit10"><label>10</label><citation-alternatives><mixed-citation xml:lang="ru">Harteveld C., Smith G., Carmichael G., et al. A designfocused analysis of games teaching computer science. Proc. Games+Learning+Society Conf. (GLS10). Pittsburgh, PA, USA, ETC Press; 2015:109–117. DOI: 10.1184/R1/6686768.</mixed-citation><mixed-citation xml:lang="en">Harteveld C., Smith G., Carmichael G., et al. A designfocused analysis of games teaching computer science. Proc. Games+Learning+Society Conf. (GLS10). Pittsburgh, PA, USA, ETC Press; 2015:109–117. DOI: 10.1184/R1/6686768.</mixed-citation></citation-alternatives></ref><ref id="cit11"><label>11</label><citation-alternatives><mixed-citation xml:lang="ru">Miljanovic M. A., Bradbury J. S. A review of serious games for programming. Serious Games. Proc. 4th Joint Int. Conf. JCSG2018. Lecture Notes in Computer Science. Springer Cham; 2018;11243:204–216. DOI: 10.1007/978-3-030-02762-9_21.</mixed-citation><mixed-citation xml:lang="en">Miljanovic M. A., Bradbury J. S. A review of serious games for programming. Serious Games. Proc. 4th Joint Int. Conf. JCSG2018. Lecture Notes in Computer Science. Springer Cham; 2018;11243:204–216. DOI: 10.1007/978-3-030-02762-9_21.</mixed-citation></citation-alternatives></ref><ref id="cit12"><label>12</label><citation-alternatives><mixed-citation xml:lang="ru">Giannakoulas A., Xinogalos S. A review of educational games for teaching programming to primary school students. Handbook of Research on Tools for Teaching Computational Thinking in P-12 Education. Hershey, PA, USA, Information Science Pub., IGI Global; 2020:1–30. DOI: 10.4018/978-1-7998-4576-8.ch001.</mixed-citation><mixed-citation xml:lang="en">Giannakoulas A., Xinogalos S. A review of educational games for teaching programming to primary school students. Handbook of Research on Tools for Teaching Computational Thinking in P-12 Education. Hershey, PA, USA, Information Science Pub., IGI Global; 2020:1–30. DOI: 10.4018/978-1-7998-4576-8.ch001.</mixed-citation></citation-alternatives></ref><ref id="cit13"><label>13</label><citation-alternatives><mixed-citation xml:lang="ru">Nirmal L., Muthu M. S., Prasad M. Use of puzzles as an effective teaching-learning method for dental undergraduates. International Journal of Clinical Pediatric Dentistry. 2020;13(6):606–610. DOI: 10.5005/JP-JOURNALS-10005-1834.</mixed-citation><mixed-citation xml:lang="en">Nirmal L., Muthu M. S., Prasad M. Use of puzzles as an effective teaching-learning method for dental undergraduates. International Journal of Clinical Pediatric Dentistry. 2020;13(6):606–610. DOI: 10.5005/JP-JOURNALS-10005-1834.</mixed-citation></citation-alternatives></ref><ref id="cit14"><label>14</label><citation-alternatives><mixed-citation xml:lang="ru">Zamani P., Haghighi S.B., Ravanbakhsh M. The use of crossword puzzles as an educational tool. Journal of Advances in Medical Education &amp; Professionalism. 2021;9(2):102–108. DOI: 10.30476/JAMP.2021.87911.1330.</mixed-citation><mixed-citation xml:lang="en">Zamani P., Haghighi S.B., Ravanbakhsh M. The use of crossword puzzles as an educational tool. Journal of Advances in Medical Education &amp; Professionalism. 2021;9(2):102–108. DOI: 10.30476/JAMP.2021.87911.1330.</mixed-citation></citation-alternatives></ref><ref id="cit15"><label>15</label><citation-alternatives><mixed-citation xml:lang="ru">Murphy M., Spillane K., Cully J., et al. Can word puzzles be tailored to improve different dimensions of verbal fluency? A report of an intervention study. The Journal of Psychology. 2016;150(6):743–754. DOI: 10.1080/00223980.2016.1182887.</mixed-citation><mixed-citation xml:lang="en">Murphy M., Spillane K., Cully J., et al. Can word puzzles be tailored to improve different dimensions of verbal fluency? A report of an intervention study. The Journal of Psychology. 2016;150(6):743–754. DOI: 10.1080/00223980.2016.1182887.</mixed-citation></citation-alternatives></ref><ref id="cit16"><label>16</label><citation-alternatives><mixed-citation xml:lang="ru">WangL.-H., Chen B., Hwang G.-J., Wang Y.-Q. Effects of digital game-based STEM education on students’ learning achievement: A meta-analysis. International Journal of STEM Education. 2022;9(1):1–13. DOI: 10.1186/S40594-022-00344-0/TABLES/2.</mixed-citation><mixed-citation xml:lang="en">WangL.-H., Chen B., Hwang G.-J., Wang Y.-Q. Effects of digital game-based STEM education on students’ learning achievement: A meta-analysis. International Journal of STEM Education. 2022;9(1):1–13. DOI: 10.1186/S40594-022-00344-0/TABLES/2.</mixed-citation></citation-alternatives></ref><ref id="cit17"><label>17</label><citation-alternatives><mixed-citation xml:lang="ru">Michalewicz Z., Michalewicz M. Puzzle-based learning: An introduction to critical thinking, mathematics, and problem solving. Melbourne, Victoria, Australia, Hybrid Publishers; 2008. 346 p.</mixed-citation><mixed-citation xml:lang="en">Michalewicz Z., Michalewicz M. Puzzle-based learning: An introduction to critical thinking, mathematics, and problem solving. Melbourne, Victoria, Australia, Hybrid Publishers; 2008. 346 p.</mixed-citation></citation-alternatives></ref><ref id="cit18"><label>18</label><citation-alternatives><mixed-citation xml:lang="ru">Falkner N., Sooriamurthi R., Michalewicz Z. Puzzlebased learning for engineering and computer science. Computer. 2010;43(4):20–28. DOI: 10.1109/MC.2010.113.</mixed-citation><mixed-citation xml:lang="en">Falkner N., Sooriamurthi R., Michalewicz Z. Puzzlebased learning for engineering and computer science. Computer. 2010;43(4):20–28. DOI: 10.1109/MC.2010.113.</mixed-citation></citation-alternatives></ref><ref id="cit19"><label>19</label><citation-alternatives><mixed-citation xml:lang="ru">Kawash J. Engaging students by intertwining puzzlebased and problem-based learning. Proc. 13th Annual Conf. on Information Technology Education (SIGITE’12). New York, NY, USA, Association for Computing Machinery; 2012:227–232. DOI: 10.1145/2380552.2380617.</mixed-citation><mixed-citation xml:lang="en">Kawash J. Engaging students by intertwining puzzlebased and problem-based learning. Proc. 13th Annual Conf. on Information Technology Education (SIGITE’12). New York, NY, USA, Association for Computing Machinery; 2012:227–232. DOI: 10.1145/2380552.2380617.</mixed-citation></citation-alternatives></ref><ref id="cit20"><label>20</label><citation-alternatives><mixed-citation xml:lang="ru">Khorammakan R., Omid A., Mirmohammadsadeghi M., Ghadami A. Puzzle game-based learning: A new approach to promote learning of principles of coronary artery bypass graft surgery. BMC Medical Education. 2023;23:241. DOI: 10.1186/S12909-023-04156-W/TABLES/3.</mixed-citation><mixed-citation xml:lang="en">Khorammakan R., Omid A., Mirmohammadsadeghi M., Ghadami A. Puzzle game-based learning: A new approach to promote learning of principles of coronary artery bypass graft surgery. BMC Medical Education. 2023;23:241. DOI: 10.1186/S12909-023-04156-W/TABLES/3.</mixed-citation></citation-alternatives></ref><ref id="cit21"><label>21</label><citation-alternatives><mixed-citation xml:lang="ru">Lindberg R.S. N., Laine T. H., HaaranenL. Gamifying programming education in K-12: A review of programming curricula in seven countries and programming games. British Journal of Educational Technology. 2019;50(4):1979–1995. DOI: 10.1111/BJET.12685.</mixed-citation><mixed-citation xml:lang="en">Lindberg R.S. N., Laine T. H., HaaranenL. Gamifying programming education in K-12: A review of programming curricula in seven countries and programming games. British Journal of Educational Technology. 2019;50(4):1979–1995. DOI: 10.1111/BJET.12685.</mixed-citation></citation-alternatives></ref><ref id="cit22"><label>22</label><citation-alternatives><mixed-citation xml:lang="ru">Vahldick A., Farah P.R., Marcelino M.J., Mendes A.J. A blocks-based serious game to support introductory computer programming in undergraduate education. Computers in Human Behavior Reports. 2020;2:100037. DOI: 10.1016/J.CHBR.2020.100037.</mixed-citation><mixed-citation xml:lang="en">Vahldick A., Farah P.R., Marcelino M.J., Mendes A.J. A blocks-based serious game to support introductory computer programming in undergraduate education. Computers in Human Behavior Reports. 2020;2:100037. DOI: 10.1016/J.CHBR.2020.100037.</mixed-citation></citation-alternatives></ref><ref id="cit23"><label>23</label><citation-alternatives><mixed-citation xml:lang="ru">Schlingloff B. H. Teaching model checking via games and puzzles. Proc. FMFun: International Workshop on Formal Methods — Fun for Everybody. Springer Cham, 2021;1301:143–158. DOI: 10.1007/978-3-030-71374-4_7/COVER.</mixed-citation><mixed-citation xml:lang="en">Schlingloff B. H. Teaching model checking via games and puzzles. Proc. FMFun: International Workshop on Formal Methods — Fun for Everybody. Springer Cham, 2021;1301:143–158. DOI: 10.1007/978-3-030-71374-4_7/COVER.</mixed-citation></citation-alternatives></ref><ref id="cit24"><label>24</label><citation-alternatives><mixed-citation xml:lang="ru">Oyelere S. S., Agbo F. J., Sanusi I. T., et al. Impact of puzzle-based learning technique for programming education in Nigeria context. Proc. IEEE 19th Int. Conf. on Advanced Learning Technologies (ICALT 2019). Maceio, Brazil, Institute of Electrical and Electronics Engineers Inc.; 2019;239– 241. DOI: 10.1109/ICALT.2019.00072.</mixed-citation><mixed-citation xml:lang="en">Oyelere S. S., Agbo F. J., Sanusi I. T., et al. Impact of puzzle-based learning technique for programming education in Nigeria context. Proc. IEEE 19th Int. Conf. on Advanced Learning Technologies (ICALT 2019). Maceio, Brazil, Institute of Electrical and Electronics Engineers Inc.; 2019;239– 241. DOI: 10.1109/ICALT.2019.00072.</mixed-citation></citation-alternatives></ref><ref id="cit25"><label>25</label><citation-alternatives><mixed-citation xml:lang="ru">Schuster T., Kalyan A., Polozov O., Kalai A. T. Programming puzzles. arXiv preprint. 2021:1–38. DOI: 10.48550/arXiv.2106.05784.</mixed-citation><mixed-citation xml:lang="en">Schuster T., Kalyan A., Polozov O., Kalai A. T. Programming puzzles. arXiv preprint. 2021:1–38. DOI: 10.48550/arXiv.2106.05784.</mixed-citation></citation-alternatives></ref><ref id="cit26"><label>26</label><citation-alternatives><mixed-citation xml:lang="ru">A’yunin R., Aminin Z. Teachers’ voice of using crossword puzzle games to improve students’ vocabulary. RETAIN (Research on English Language Teaching in Indonesia). 2023;11(2):8–14. Available at: https://ejournal.unesa.ac.id/index.php/retain/article/view/54278</mixed-citation><mixed-citation xml:lang="en">A’yunin R., Aminin Z. Teachers’ voice of using crossword puzzle games to improve students’ vocabulary. RETAIN (Research on English Language Teaching in Indonesia). 2023;11(2):8–14. Available at: https://ejournal.unesa.ac.id/index.php/retain/article/view/54278</mixed-citation></citation-alternatives></ref><ref id="cit27"><label>27</label><citation-alternatives><mixed-citation xml:lang="ru">Kalkan N., Güler S., Bulut H., Au A. Views of students on the use of crossword and word search puzzle as a teaching technique in nursing education: A mixed-method study. Nurse Education Today. 2022;119:105542. DOI: 10.1016/J.NEDT.2022.105542.</mixed-citation><mixed-citation xml:lang="en">Kalkan N., Güler S., Bulut H., Au A. Views of students on the use of crossword and word search puzzle as a teaching technique in nursing education: A mixed-method study. Nurse Education Today. 2022;119:105542. DOI: 10.1016/J.NEDT.2022.105542.</mixed-citation></citation-alternatives></ref><ref id="cit28"><label>28</label><citation-alternatives><mixed-citation xml:lang="ru">Hussin H., Aziz A. A., Hussin A. H., Muda S. Effectiveness of cooperative learning: Jigsaw and cross word puzzles for semiconductor devices course. Proc. 2019 IEEE Int. Conf. on Engineering, Technology and Education (TALE). Yogyakarta, Indonesia, Institute of Electrical and Electronics Engineers Inc.; 2019:1–7. DOI: 10.1109/TALE48000.2019.9225983.</mixed-citation><mixed-citation xml:lang="en">Hussin H., Aziz A. A., Hussin A. H., Muda S. Effectiveness of cooperative learning: Jigsaw and cross word puzzles for semiconductor devices course. Proc. 2019 IEEE Int. Conf. on Engineering, Technology and Education (TALE). Yogyakarta, Indonesia, Institute of Electrical and Electronics Engineers Inc.; 2019:1–7. DOI: 10.1109/TALE48000.2019.9225983.</mixed-citation></citation-alternatives></ref><ref id="cit29"><label>29</label><citation-alternatives><mixed-citation xml:lang="ru">Simon. The cryptic crossword puzzle as a useful analogue in teaching programming. Proc. 6th Australasian Conf. on Computing Education (ACE ‘04). Dunedin, New Zealand, Australian Computer Society Inc.; 2004;30:299–303.</mixed-citation><mixed-citation xml:lang="en">Simon. The cryptic crossword puzzle as a useful analogue in teaching programming. Proc. 6th Australasian Conf. on Computing Education (ACE ‘04). Dunedin, New Zealand, Australian Computer Society Inc.; 2004;30:299–303.</mixed-citation></citation-alternatives></ref><ref id="cit30"><label>30</label><citation-alternatives><mixed-citation xml:lang="ru">Toma M., Halpern D. F., Berger D. E. Cognitive abilities of elite nationally ranked SCRABBLE and crossword experts. Applied Cognitive Psychology. 2014;28(5):727–737. DOI: 10.1002/ACP.3059.</mixed-citation><mixed-citation xml:lang="en">Toma M., Halpern D. F., Berger D. E. Cognitive abilities of elite nationally ranked SCRABBLE and crossword experts. Applied Cognitive Psychology. 2014;28(5):727–737. DOI: 10.1002/ACP.3059.</mixed-citation></citation-alternatives></ref><ref id="cit31"><label>31</label><citation-alternatives><mixed-citation xml:lang="ru">Friedlander K. J., Fine Ph. A. Fluid intelligence is key to successful cryptic crossword solving. Journal of Expertise. 2020;3(2):101–132.</mixed-citation><mixed-citation xml:lang="en">Friedlander K. J., Fine Ph. A. Fluid intelligence is key to successful cryptic crossword solving. Journal of Expertise. 2020;3(2):101–132.</mixed-citation></citation-alternatives></ref><ref id="cit32"><label>32</label><citation-alternatives><mixed-citation xml:lang="ru">Friedlander K. J., Fine Ph. A. The grounded expertise components approach in the novel area of cryptic crossword solving. Frontiers in Psychology. 2016;7:567. DOI: 10.3389/FPSYG.2016.00567.</mixed-citation><mixed-citation xml:lang="en">Friedlander K. J., Fine Ph. A. The grounded expertise components approach in the novel area of cryptic crossword solving. Frontiers in Psychology. 2016;7:567. DOI: 10.3389/FPSYG.2016.00567.</mixed-citation></citation-alternatives></ref><ref id="cit33"><label>33</label><citation-alternatives><mixed-citation xml:lang="ru">Khamparia A., Pandey B. Effects of visual map embedded approach on students learning performance using Briggs—Myers learning style in word puzzle gaming course. Computers &amp; Electrical Engineering. 2018;66:531–540. DOI: 10.1016/J.COMPELECENG.2017.12.041.</mixed-citation><mixed-citation xml:lang="en">Khamparia A., Pandey B. Effects of visual map embedded approach on students learning performance using Briggs—Myers learning style in word puzzle gaming course. Computers &amp; Electrical Engineering. 2018;66:531–540. DOI: 10.1016/J.COMPELECENG.2017.12.041.</mixed-citation></citation-alternatives></ref><ref id="cit34"><label>34</label><citation-alternatives><mixed-citation xml:lang="ru">Bawazeer G., Sales I., Albogami H., et al. Crossword puzzle as a learning tool to enhance learning about anticoagulant therapeutics. BMC Medical Education. 2022;22:267. DOI: 10.1186/S12909-022-03348-0/TABLES/6.</mixed-citation><mixed-citation xml:lang="en">Bawazeer G., Sales I., Albogami H., et al. Crossword puzzle as a learning tool to enhance learning about anticoagulant therapeutics. BMC Medical Education. 2022;22:267. DOI: 10.1186/S12909-022-03348-0/TABLES/6.</mixed-citation></citation-alternatives></ref><ref id="cit35"><label>35</label><citation-alternatives><mixed-citation xml:lang="ru">Kaynak S., Ergün S., Karadaş A. The effect of crossword puzzle activity used in distance education on nursing students’ problem-solving and clinical decision-making skills: A comparative study. Nurse Education in Practice. 2023;69:103618. DOI: 10.1016/J.NEPR.2023.103618.</mixed-citation><mixed-citation xml:lang="en">Kaynak S., Ergün S., Karadaş A. The effect of crossword puzzle activity used in distance education on nursing students’ problem-solving and clinical decision-making skills: A comparative study. Nurse Education in Practice. 2023;69:103618. DOI: 10.1016/J.NEPR.2023.103618.</mixed-citation></citation-alternatives></ref><ref id="cit36"><label>36</label><citation-alternatives><mixed-citation xml:lang="ru">Brooker H., Wesnes K. A., Ballard C., et al. An online investigation of the relationship between the frequency of word puzzle use and cognitive function in a large sample of older adults. International Journal of Geriatric Psychiatry. 2019;34(7):921–931. DOI: 10.1002/GPS.5033.</mixed-citation><mixed-citation xml:lang="en">Brooker H., Wesnes K. A., Ballard C., et al. An online investigation of the relationship between the frequency of word puzzle use and cognitive function in a large sample of older adults. International Journal of Geriatric Psychiatry. 2019;34(7):921–931. DOI: 10.1002/GPS.5033.</mixed-citation></citation-alternatives></ref><ref id="cit37"><label>37</label><citation-alternatives><mixed-citation xml:lang="ru">Harrison-Dening K. “Use it or lose it”: The relationship between the frequency of word puzzle use and cognitive function. Evidence Based Nursing. 2020;23(4):104. DOI: 10.1136/EBNURS-2019-103165.</mixed-citation><mixed-citation xml:lang="en">Harrison-Dening K. “Use it or lose it”: The relationship between the frequency of word puzzle use and cognitive function. Evidence Based Nursing. 2020;23(4):104. DOI: 10.1136/EBNURS-2019-103165.</mixed-citation></citation-alternatives></ref><ref id="cit38"><label>38</label><citation-alternatives><mixed-citation xml:lang="ru">Hambrick D. Z., Salthouse T. A., Meinz E. J. Predictors of crossword puzzle proficiency and moderators of age-cognition relations. Journal of Experimental Psychology: General. 1999;128(2):131–164. DOI: 10.1037/0096-3445.128.2.131.</mixed-citation><mixed-citation xml:lang="en">Hambrick D. Z., Salthouse T. A., Meinz E. J. Predictors of crossword puzzle proficiency and moderators of age-cognition relations. Journal of Experimental Psychology: General. 1999;128(2):131–164. DOI: 10.1037/0096-3445.128.2.131.</mixed-citation></citation-alternatives></ref><ref id="cit39"><label>39</label><citation-alternatives><mixed-citation xml:lang="ru">Juričić V., Radošević M. Puzzle-like programming languages in teaching programming. Proc. 42nd Int. Convention on Information and Communication Technology (MIPRO2019). Rijeka, Croatia, MIPRO, Institute of Electrical and Electronics Engineers Inc.; 2019:542–546. DOI: 10.23919/MIPRO.2019.8757192.</mixed-citation><mixed-citation xml:lang="en">Juričić V., Radošević M. Puzzle-like programming languages in teaching programming. Proc. 42nd Int. Convention on Information and Communication Technology (MIPRO2019). Rijeka, Croatia, MIPRO, Institute of Electrical and Electronics Engineers Inc.; 2019:542–546. DOI: 10.23919/MIPRO.2019.8757192.</mixed-citation></citation-alternatives></ref><ref id="cit40"><label>40</label><citation-alternatives><mixed-citation xml:lang="ru">Fakhoury S., Ma Y., Arnaoudova V., Adesope O. O. The effect of poor source code lexicon and readability on developers’ cognitive load. Proc. 2018 IEEE/ACM 26th Int. Conf. on Program Comprehension (ICPC). Gothenburg, Sweden, ACM, Institute of Electrical and Electronics Engineers Inc.; 2018:1–11. DOI: 10.1145/3196321.3196347.</mixed-citation><mixed-citation xml:lang="en">Fakhoury S., Ma Y., Arnaoudova V., Adesope O. O. The effect of poor source code lexicon and readability on developers’ cognitive load. Proc. 2018 IEEE/ACM 26th Int. Conf. on Program Comprehension (ICPC). Gothenburg, Sweden, ACM, Institute of Electrical and Electronics Engineers Inc.; 2018:1–11. DOI: 10.1145/3196321.3196347.</mixed-citation></citation-alternatives></ref><ref id="cit41"><label>41</label><citation-alternatives><mixed-citation xml:lang="ru">Biehle L., Jeffres M. Play games and score points with students. Clinical Teacher. 2018;15(6):445–450. DOI: 10.1111/TCT.12763.</mixed-citation><mixed-citation xml:lang="en">Biehle L., Jeffres M. Play games and score points with students. Clinical Teacher. 2018;15(6):445–450. DOI: 10.1111/TCT.12763.</mixed-citation></citation-alternatives></ref></ref-list><fn-group><fn fn-type="conflict"><p>The authors declare that there are no conflicts of interest present.</p></fn></fn-group></back></article>
