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June 30, 2026
HSE Economists Reveal How the Wage Gap Emerges Among Vocational School Graduates
HSE researchers examined the careers of 600,000 graduates of Russian secondary vocational education programmes and found that at the start of their careers, the gender wage gap reaches 23%, doubling after three years. This disparity is largely due to male and female students choosing different occupations when enrolling in vocational schools. These were the findings made by Sergey Roshchin, Natalya Yemelina, and Ksenia Rozhkova from of the HSE Faculty of Economic Sciences. The article has been published in Educational Studies.
June 25, 2026
HSE Researchers Make Aldehydes Perform Dual Function
Chemists from HSE University have discovered a way to carry out a reductive addition reaction without using an external reducing agent. Instead, the required 'resource' is supplied by the aldehyde itself, one of the reaction participants. This approach helps prevent unwanted side reactions, reduces toxicity, and simplifies the production and synthesis of organic molecules, including those used in the manufacture of medicines. The study has been published in Journal of Catalysis.
June 25, 2026
HSE Scientists Explain Why Findings in Autism Research Differ
Researchers from the Cognitive Health and Intelligence Centre at HSE University conducted the first-ever systematic review of studies on the specifics of emotion-from-motion perception in autism. The review showed that differences found between autistic and non-autistic individuals are largely associated with the experimental design and the types of tasks given to study participants. The review findings have been published in Research in Autism.

 

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Сравнение показателей восприятия игрового чат-бота с заданиями-головоломками для обучения программированию с показателями восприятия других образовательных инструментов

Информатика и образование. 2024. Т. 39. № 4. С. 41–50.
Varnavsky A.

Digital Game-Based Learning (DGBL) can be very effective. However, not all digital educational tools are equally effective in different educational situations, for learners of different levels of preparation, and for different subjects.
The purpose of this article is to compare the fun, difficulty, and perceived usefulness of a puzzle-based game chatbot designed to teach programming with similar indicators of other educational tools.
For the study, a puzzle-based game chatbot working in individual and team modes, a computer game, and a non-game chatbot for preparing for seminars and testing were developed and used in the process of teaching programming. First-year bachelor's students majoring in Information Security at the Faculty of Information Technology and Big Data Analysis of the Financial University under the Government of the Russian Federation used these digital educational tools and then rated their fun, difficulty, and usefulness.
Based on the results of the study, several conclusions were made. Firstly, the use of game mechanics and a game chatbot with puzzle tasks significantly increases interest in the educational tool, so the game chatbot has advantages over games and non-game chatbots. Secondly, the assessment of the fascination of the game chatbot exceeded the corresponding assessment of the seminars. At the same time, both the individual and team modes of the game chatbot were equally interesting, useful and challenging for students. Therefore, the game chatbot can be used both outside the classroom and in the classroom. Thirdly, if you include different types of game tasks in the chatbot, including those related to writing program code, this will increase the usefulness of the chatbot. The results of the study contribute to the development of learning based on digital games using chatbots, in particular, in teaching computer science and programming, and can also help to increase the fascination of seminars and student engagement in the learning process as a whole. The results obtained may be of practical interest to teachers of computer science and programming.

Research target: Computer Science Education
Language: Russian
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Keywords: компьютерные игрывоспринимаемая полезностьголоволомкиpuzzlesDGBLgaming chatbotигровой чат-ботDGBL
Publication based on the results of:
Разработка и исследование эффективности использования виртуального игрового педагогического агента для обучения программированию и развития навыков hard и soft skills (2022)
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