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Digital Humanities and Technology in Education (DHTE 2021)

Publisher: Moscow State University of Psychology and Education

ISBN: 978-5-94051-240-0

Published in 2021

 

Measuring High-Order Cognitive Skills in Collective Interactions with the ‘Pl-Modified’ Computer Game System

Margolis A.A.
PhD in Psychology, Rector, Professor, Chair of Pedagogical Psychology, Moscow State University of Psychology & Education, Moscow, Russia
ORCID: https://orcid.org/0000-0001-9832-0122
e-mail: margolisaa@mgppu.ru

Gavrilova E.V.
PhD in Psychology, Research Fellow, Centre of Applied Researches in Psychology and Education, Moscow State University of Psychology and Educationsocial, Moscow, Russia
ORCID: https://orcid.org/0000-0003-0848-3839
e-mail: g-gavrilova@mail.ru

Shepeleva E.A.
PhD in Psychology, Senior Researcher, Center for Applied Psychological and Pedagogical Research, Moscow State University of Psychology and Education, Moscow, Russia
ORCID: https://orcid.org/0000-0001-9867-6524
e-mail: e_shep@rambler.ru

Kuravsky L.S.
Doctor of Engineering, Dean of the Computer Science Faculty , Moscow State University of Psychology and Education , Moscow, Russia
ORCID: https://orcid.org/0000-0002-3375-8446
e-mail: l.s.kuravsky@gmail.com

Ermakov S.S.
PhD in Psychology, Assistant Professor, Department of Applied Mathematics, Faculty of Information Technology, Moscow State University of Psychology and Education, Moscow, Russia
ORCID: https://orcid.org/0000-0003-4330-2618
e-mail: ermakovSS@mgppu.ru

Voitov V.K.
PhD in Engineering, Professor at the Faculty of Information Technology, Moscow State University of Psychology and Education, Moscow, Russia
ORCID: https://orcid.org/0000-0001-6486-3049
e-mail: vvoi@mail.ru

Abstract
The present study is focused on testing the computer game system ‘PL-modified’ as a diagnostic tool for measurement of higher-order mental actions by middle-school students in individual and collaborative game. 189 middle-school students at the age of 11–12 years participated in this study. The main research question concerned to which type of the game – individual or collaborative – provides better conditions for manifestation of the researched cognitive skills. Abstract intelligence as an additional anticipated factor for high game performance was also assessed and controlled. It was revealed that participants exhibit the higher level of the cognitive actions of analysis and planning in collaborative game. At the same time the patterns of the interactions between the researched variables as well as distinct parameters of game performance are determined by the concrete level of intelligence which rather varies in different pairs of collaborators. We discuss our results from the position of the further prospects for the application of the ‘Pl-modified’ computer system as a potential instrument of measurement and development of higher-order thinking actions. important information on the dynamic characteristics of their mental process.

Keywords: the ‘PL-modified’ computer game system, high-order mental actions, collaborative problem solving, abstract (general) intelligence, psychodiagnostics

Column: Digital Transformation and Online Education: Technologies, Tools & Models

For Reference

References
  1. Davydov V.V. Teoriya razvivayushchego obucheniya [The theory of developmental education]. Moscow, 1996. 544 p. (In Russ.).
  2. Margolis A.A., Kuravsky L.S., Gavrilova E.V., Shepeleva E.A., Er­makov S.S., Voitov V.K. Razrabotka compyuternoy igrovoy syst­mey ‘PL-modified’ kak instrumenta diagnostiki universal’nykh uchebnykh deystviy mladshykh shkol’nikov [The elaboration of the ‘PL-modified’ computer game system as a diagnostic tool of jun­ior-students’ mental actions]. Tsifrovaya gumanitaristika i tekhnologii v obrazovanii (DHTE 2020): sb. materialov Vserossiiskoi nauch­no-prakticheskoi konferentsii s mezhdunarodnym uchastiem. 19– 21 noyabrya 2020 g. [Digital humanities and technologies in education (DHTE 2020): collection of materials of the All-Russian scientific and practical conference with international participation. 19–21 Novem­ber 2020]. Sorokova M.G., Dozortseva E.G., Shemanov A.Yu. (Eds). Moscow: publ. by MSUPE. 2020. P. 7–14. (In Russ.).
  3. Margolis A.A., Gavrilova E.V., Kuravsky L.S., Shepeleva E.A., Voitov V.K., Ermakov S.S., Dumin P.N. Otsenka umstvennykh dey­stviy s pomoshchyu compyuternoi systemy v usloviyakh vzaimod­eystviya s partnerom [Measuring of high-order cognitive skills in collective interactions with computer game]. Kulturno-istoricheskaya psychologia = Cultural-Historical Psychology. 2021. Volume 17. No. 2. P. 90–104. DOI:10.17759/chp.2021170209.
 
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