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<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">10.32517/0234-0453-2024-39-4-41-50</article-id><article-id custom-type="elpub" pub-id-type="custom">infojournal-1123</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>Сравнение показателей восприятия игрового чат-бота с заданиями-головоломками для обучения программированию с показателями восприятия других образовательных инструментов</article-title><trans-title-group xml:lang="en"><trans-title>Comparison of perception indicators of the gaming chatbot with puzzles tasks for teaching programming with perception indicators of other educational tools</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.</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.</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"><institution>Национальный исследовательский университет «Высшая школа экономики»</institution><country>Россия</country></aff><aff xml:lang="en"><institution>National Research University Higher School of Economics</institution><country>Russian Federation</country></aff></aff-alternatives><pub-date pub-type="collection"><year>2024</year></pub-date><pub-date pub-type="epub"><day>25</day><month>10</month><year>2024</year></pub-date><volume>39</volume><issue>4</issue><fpage>41</fpage><lpage>50</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 xml:lang="ru" license-type="creative-commons-attribution" xlink:href="https://creativecommons.org/licenses/by/4.0/" xlink:type="simple"><license-p>Данная работа распространяется под лицензией Creative Commons Attribution 4.0.</license-p></license><license xml:lang="en" 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/1123">https://info.infojournal.ru/jour/article/view/1123</self-uri><abstract><p>Цифровое игровое обучение (англ. Digital Game-Based Learning, DGBL), или обучение на основе цифровых игр, может быть очень эффективным. Однако не все цифровые образовательные инструменты одинаково эффективны в различных образовательных ситуациях, для обучающихся разного уровня подготовки и разных изучаемых дисциплин.</p><p>Целью статьи является сравнение увлекательности, сложности и воспринимаемой полезности игрового чат-бота с заданиямиголоволомками, предназначенного для обучения программированию, с аналогичными показателями других образовательных инструментов.</p><p>Для проведения исследования были разработаны и использованы в процессе обучения программированию игровой чат-бот с заданиями-головоломками, работающий в индивидуальном и командном режимах, компьютерная игра, а также неигровой чат-бот для подготовки к семинарам и тестирования. Студенты 1-го курса бакалавриата направления подготовки «Информационная безопасность» факультета информационных технологий и анализа больших данных Финансового университета при Правительстве Российской Федерации использовали эти цифровые образовательные инструменты, а затем оценивали их увлекательность, сложность и полезность.</p><p>По результатам исследования сделано несколько выводов. Во-первых, использование игровых механик и игрового чат-бота с заданиями-головоломками значительно повышает интерес к образовательному инструменту, поэтому игровой чат-бот имеет преимущества перед играми и неигровыми чат-ботами. Во-вторых, оценка увлекательности игрового чат-бота превысила соответствующую оценку семинаров. При этом для студентов оказался одинаково интересен, полезен и сложен как индивидуальный, так и командный режим игрового чат-бота. Следовательно, игровой чат-бот можно использовать как вне аудитории, так и в аудиторных занятиях. В-третьих, если заложить в чат-бот игровые задания разных типов, в том числе связанные с написанием программного кода, то это повысит полезность чат-бота.</p><p>Результаты исследования вносят вклад в развитие обучения на основе цифровых игр с использованием чат-ботов, в частности, при преподавании информатики и программирования, а также могут помочь повысить увлекательность семинаров и вовлеченность студентов в процесс обучения в целом. Полученные результаты могут представлять практический интерес для преподавателей информатики и программирования.</p></abstract><trans-abstract xml:lang="en"><p>Digital Game-Based Learning (DGBL) can be very effective. However, not all digital educational tools are equally effective in different learning situations, for learners of various backgrounds and various disciplines.</p><p>The aim of the article is to compare the attractiveness, complexity and perceived usefulness of a gaming chatbot with puzzle tasks designed to teach programming with the same indicators of other educational tools.</p><p>To conduct the study, a gaming chatbot with puzzle tasks, working in individual and team modes, a computer game, as well as a non-gaming chatbot for preparing for seminars and testing were developed and used in the process of teaching programming. The 1st year bachelor’s students of the educational program “Information Security” of the Faculty of Information Technology and Big Data Analysis at the Financial University under the Government of the Russian Federation used these digital educational tools and then evaluated their attractiveness, complexity, and usefulness.</p><p>Several conclusions were drawn from the study. First, the use of game mechanics and the gaming chatbot with puzzles tasks significantly increases interest in the educational tool, so gaming chatbot has advantages over games and non-gaming chatbots. Second, the attractiveness evaluation of the gaming chatbot exceeded the corresponding evaluation of workshops. Both individual and team modes of gaming chatbot proved to be equally interesting, useful, and challenging for students. Consequently, the gaming chatbot can be used outside the classroom as well as in classroom activities. Third, if different types of gaming chatbot tasks, including those related to writing program code, are incorporated into the gaming chatbot, it will increase the usefulness of the chatbot.</p><p>The results of the study contribute to the development of digital game-based learning using chatbots, particularly in teaching informatics and programming, and can help to increase the attractiveness of workshops and student engagement in general. The findings may be of practical interest to informatics and programming teachers.</p></trans-abstract><kwd-group xml:lang="ru"><kwd>обучение на основе цифровых игр</kwd><kwd>компьютерные игры</kwd><kwd>увлекательность</kwd><kwd>сложность</kwd><kwd>воспринимаемая полезность</kwd><kwd>игровой чат-бот</kwd><kwd>программирование</kwd><kwd>задания-головоломки</kwd></kwd-group><kwd-group xml:lang="en"><kwd>digital game-based learning</kwd><kwd>computer games</kwd><kwd>attractiveness</kwd><kwd>complexity</kwd><kwd>perceived usefulness</kwd><kwd>gaming chatbot</kwd><kwd>programming</kwd><kwd>puzzles tasks</kwd></kwd-group><funding-group><funding-statement xml:lang="ru">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-statement xml:lang="en">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">Инамова Г. 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