Abstract

Computer games can now be considered in a new perspective. Such games enables to investigate, systematize, solve non-trivial, educational and research tasks. Serious games today represent one of the most popular trends in the system of education. Intercommunion of the learner with the interactive system generates a huge amount of data that can be used to adjust the educational process and create individual educational trajectories. In this paper, we also consider the use of serious games in various types of selection: personnel search for companies studying in educational projects, researchers search for applied and scientific projects. Serious games make it possible to evaluate the logic and systemic thinking of a candidate when selecting for different positions, his/her research behavior, analytical skills, resource management, social skills, language skills, mentoring and patience, creativity and initiative, teamwork and efficiency. To solve this problem, one may use Educational Data Mining methods. In addition, the article discusses the experience of selecting participants for educational and research projects like educational intensive project “Island 10-21”. This project is the first Russian personnel training program for the digital economy, in which technology leaders, entrepreneurs, regional and federal officials, specialists in the field of digital disciplines and many others took part. The selection for this project, as well as individual educational trajectories were built using data mining, obtained in the process of serious games.The process of participants selection for this project, as well as individual educational trajectories were constructed by using data mining, obtained during serious games.

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