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Обучение программированию через видеоигру: поиск значимых изменений внутренней позиции обучающихся на протяжении учебного года
Educational video games are gaining increasing prominence as a learning modality. Within the framework of the project, the characteristics of the internal position of students in relation to learning programming in a game format were studied. The purpose of the article is to study the internal position of students regarding online game programming training and its changes based on questionnaires and digital traces. The study used self-report instruments, including questionnaires measuring Self-Regulated Learning, Metacognition, Self-Efficacy in Programming, and Student Burnout, as well as digital trace data analysis of players in the video game "Apiary Defence", which teaches programming, extracted from the game platform. The analysis of the results showed a significant increase in self-efficacy among the participants, especially those who had mastered programming at a high level. An additional result is a number of recommendations for researchers and developers, formulated on the basis of the conducted research.