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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>System-forming aspects of computer science and mathematics teachers' readiness to develop and use computer didactic games: a comprehensive TPACK-GPCK framework analysis</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Oksana V. Klochko</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
          <xref ref-type="aff" rid="aff3">3</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Roman S. Gurevych</string-name>
          <email>r.gurevych2018@gmail.com</email>
          <xref ref-type="aff" rid="aff3">3</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Vasyl M. Fedorets</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
          <xref ref-type="aff" rid="aff1">1</xref>
          <xref ref-type="aff" rid="aff2">2</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Vitalii I. Klochko</string-name>
          <xref ref-type="aff" rid="aff4">4</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Oleh L. Konoshevskyi</string-name>
          <xref ref-type="aff" rid="aff3">3</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Mariana M. Kovtoniuk</string-name>
          <xref ref-type="aff" rid="aff3">3</xref>
        </contrib>
        <contrib contrib-type="editor">
          <string-name>PCWrEooUrckResehdoinpgs ISSNc1e6u1r-3w-0s0.o7r3g</string-name>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Academy of Cognitive and Natural Sciences</institution>
          ,
          <addr-line>54 Universytetskyi Ave., Kryvyi Rih, 50086</addr-line>
          ,
          <country country="UA">Ukraine</country>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>University of Educational Managment of the NAES of Ukraine</institution>
          ,
          <addr-line>52A Sichovykh Striltsiv Str., Kyiv, 04053</addr-line>
          ,
          <country country="UA">Ukraine</country>
        </aff>
        <aff id="aff2">
          <label>2</label>
          <institution>Vinnytsia Academy of Continuing Education</institution>
          ,
          <addr-line>13 Hrushevskoho Str., Vinnytsia, 21050</addr-line>
          ,
          <country country="UA">Ukraine</country>
        </aff>
        <aff id="aff3">
          <label>3</label>
          <institution>Vinnytsia Mykhailo Kotsiubynskyi State Pedagogical University</institution>
          ,
          <addr-line>32 Ostrozhskogo Str., Vinnytsia, 21100</addr-line>
          ,
          <country country="UA">Ukraine</country>
        </aff>
        <aff id="aff4">
          <label>4</label>
          <institution>Vinnytsia National Technical University</institution>
          ,
          <addr-line>95 Khmelnytsky Hwy., Vinnytsia, 21021</addr-line>
          ,
          <country country="UA">Ukraine</country>
        </aff>
      </contrib-group>
      <fpage>332</fpage>
      <lpage>367</lpage>
      <abstract>
        <p>The research, based on the actualization of the innovative paradigm, the ideas of child-centrism, and the analysis of system-formal aspects, presents the conceptualization of readiness of computer science and mathematics teachers to develop and use CDGs in the educational process. The results of a practically oriented research state of this readiness are presented, which is considered as an integrated professional and personal ability of the teacher, consisting of motivational-value, cognitive-active and personal-reflective components and is aimed at using CDGs in the educational process as a relevant innovative technology. In the system of the cognitive-activity component, the spatial aspect is analyzed. Actualization of the spatial aspect is considered as a way of revealing the phenomenology of real and virtual spaces, presented as significant pedagogical environments of cognitivesemantic and spatial-value contexts. Based on the generalization of the results of the study of motivational-value, cognitive-active and personal-reflective criteria of the readiness of computer science and mathematics teachers to develop and use CDGs, the average level of its formation was determined. Recent systematic reviews indicate that teacher readiness is fundamentally shaped by the integration of TPACK (Technological, Pedagogical, and Content Knowledge) and GPCK (Game Pedagogical Content Knowledge), with self-eficacy emerging as the strongest predictor of adoption. Our findings align with current evidence showing that 59.2% of teachers demonstrate medium-level TPACK competencies, while interdisciplinary collaboration between mathematics and computer science educators significantly enhances readiness through blended knowledge profiles. The main educational strategies aimed at improving this readiness are determined, including targeted professional development that addresses both technical knowledge gaps and confidence-building, the implementation of virtual professional learning communities (PLCs) that have shown to overcome traditional barriers, and the development of adaptive, teacher-centered game authoring platforms. Critical challenges persist, including insuficient game-specific training, resource limitations, and a notable gap between theoretical understanding and practical classroom implementation, suggesting the need for comprehensive, context-sensitive interventions.</p>
      </abstract>
      <kwd-group>
        <kwd>eol&gt;readiness</kwd>
        <kwd>visual-spatial aspects</kwd>
        <kwd>computer science teacher</kwd>
        <kwd>mathematics teacher</kwd>
        <kwd>computer didactic games</kwd>
        <kwd>educational process</kwd>
        <kwd>professional activity</kwd>
        <kwd>life-long learning</kwd>
        <kwd>TPACK</kwd>
        <kwd>GPCK</kwd>
        <kwd>self-eficacy</kwd>
        <kwd>interdisciplinary collaboration</kwd>
        <kwd>professional development</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>1. Introduction</title>
      <p>
        The current direction of today’s education is creating conditions for shaping an individual who is at the
same time professionally competent, socially engaged and creative. The content of the knowledge to
be acquired by modern specialists, its volume, the set of skills necessary for professional activities are
constantly changing and increasing. All spheres of education are searching for ways to intensify and
quickly modernize the training system, improve education quality by using digital technologies as an
instrument for human activities and a new and fundamentally diferent way of education. This led to
the development of new methods and forms for the provision of education [
        <xref ref-type="bibr" rid="ref11">1, 2, 3, 4, 5, 6, 7, 8, 9</xref>
        ].
      </p>
      <p>
        One of the most important tasks of the educational system today is to introduce educational
technologies that could facilitate the formation of a creative and active personality, able to meet the challenges
and to achieve the desired goals [
        <xref ref-type="bibr" rid="ref32">10, 11</xref>
        ]. The above highlights the importance of the development and
implementation of diferent approaches to the realization of educational tasks, aimed at the development
of students’ creative activities.
      </p>
      <p>A computer science and mathematics teacher today has to understand the eficient pedagogical
technologies and efectively use digital technologies in teaching informatics [ 12, 13, 14, 15, 16]. The use
of gaming technologies and computer didactic games (CDGs), in particular, is one of such approaches
[17, 18, 19, 20, 21, 22].</p>
      <p>The games accompany people throughout life and this phenomenon greatly attracts the interest
of researchers. In the current situation, they may be a great motivation for students to learn specicfi
subjects on the one hand and a way to facilitate teachers’ work on the other.</p>
      <p>Let’s consider the pedagogical and value understanding of the phenomenon of computer games.
Accordingly, we will reveal the debatable understanding of computer games as an innovative
educational direction and a system of modern digital technologies that can bring qualitative changes to the
educational process.</p>
      <p>
        Today’s teachers’ succeed in mastering educational electronic resources that they use in the class
[
        <xref ref-type="bibr" rid="ref11">4, 23, 24, 8</xref>
        ]. CDGs as a system of education may be an integral part of electronic educational resources.
Computer didactic games present a type of electronic educational resource that targets students and
functions on the basis of digital technologies, presenting a chain of tasks built on the basis of the
development education. CDGs do not change but complement traditional game forms and classes, and
present a natural way to attract students to the latest information technologies [
        <xref ref-type="bibr" rid="ref11">6, 4, 23</xref>
        ]. The practical
application of such games demonstrates that they remain valuable educational tools as they have the
following advantages [5]: a new way of working provokes students’ interest in education; practical
manipulation assists the processes of learning,memorization, increases cognitive abilities, enables the
realization of individual learning strategies and stimulates students’ capacity for research and talent;
attractive sounds, actions and colors make games interesting and help students to obtain information in
a user-friendly form.
      </p>
      <p>
        Recent meta-analyses of TPACK in mathematics education reveal critical insights about the current
state of teacher readiness. According to systematic reviews covering 237 studies from 2013-2022,
the most researched mathematical topics in relation to TPACK include rational numbers, geometry,
and algebra, with 83 unique topic-specific learning dificulties identified [ 25]. Furthermore, evidence
from structural equation modeling studies demonstrates that contextual knowledge (XK) significantly
influences TPACK development, suggesting that understanding the teaching environment is crucial
for efective game integration [
        <xref ref-type="bibr" rid="ref18">26</xref>
        ]. These findings underscore the complexity of developing teacher
readiness for CDG implementation, as it requires not only technological skills but also deep pedagogical
understanding of how games can address specific mathematical learning challenges.
      </p>
      <p>CDGs may be divided into three groups [27]:
1. Educational. They contribute to students’ education: develop basic mathematical and computer
science skills, familiarize the child with the alphabet, to obtain and improve knowledge of
chemistry, physics, geography etc. (figure 1).</p>
      <p>2. Developing. They contribute to students’ cognitive development, encourage activities and
independent creative work, develop memory, logical thinking, develop reading skills, etc. (figure 2).</p>
      <sec id="sec-1-1">
        <title>2. Diagnostic. They determine the level of development of students’ skills (figure 1).</title>
        <p>
          The studies carried out up to now demonstrate that important skills may be acquired, developed
or supported by CDGs. The spatial visualization (rotation and mental manipulation by two- and
three-dimension objects), for example, improves during the reproduction of the video game [
          <xref ref-type="bibr" rid="ref11 ref23">30, 4</xref>
          ].
CDGs are a perfect environment for promoting authentic educational processes: advancing a process of
learning-by-doing and thus enabling a student to control his/her own training experience; provide an
experience in simulating interactive scenarios that students deal with in the real world; the use as an
environment for active learning and improving task solving skills.
        </p>
        <p>Conducting an overview of this problematic, we will present current directions and important results
and ideas of introducing computer didactic games into the educational process.</p>
        <p>Oliveira et al. [31] analyzed a large volume of literature (2108 studies) and presented a panoramic view
of the problem, – they identified a spectrum of rather contradictory trends and educational phenomena
of the use of computer games. According to the results indicated by the authors, gamification in
education is studied in the following areas [31]: definition of the phenomenon of diferent perception of
gamification design by people; increasing the involvement in activities and the efectiveness of students’
activities; actualization of the variability and diversity of the implementation of educational activities;
increasing interest and motivation to study; promoting the consideration of the individuality of students
and their personal preferences in the learning process; actualization of the use of diferent learning
styles; taking into account the perception and efectiveness of various pedagogical methods, orientation
towards the transformation and variability of the structure of knowledge. At the same time, the authors
note that gamification can produce contradictory educational results, which relate to both increasing
the efectiveness of learning and motivation for it and interest in it. Important is their observation
that in studies [31]: for the adaptation of educational systems, students are mainly involved only as
users; there is no suficient comparison of adapted gamification with non-personalized gamification in
the works; there is insuficient evidence of the impact of adapted gamification on student experiences;
cultural and gender aspects of gamification are not studied; research does not reveal the role of an
adapted gamified educational environment in relation to its design. The researchers’ ideas that the
actualization of cultural, gender, demographic, characterological, and design aspects can afect the
efectiveness of gamification are relevant. Significant in this context is the problem of personalization
and design.</p>
        <p>The efectiveness of education with electronic educational game resources in mathematics, conducted
during the study “Rozumnyky” (Smart kids) is described in [32]. Researches argue that using electronic
educational game resources in the educational process contributes to the improvement of students’
motivation, thinking, and memory and actualizes integrative learning and the development of key and
subject competencies [32].</p>
        <p>The research publications gave consideration to the question of development and eficient
implementation of CDGs or their elements into the educational process on diferent levels of education. Relevant
in this aspect is the research of Zhaldak [33] devoted to the problem of providing educational institutions
with educational software. This problem is revealed by the authors in the context of humane ideas of a
harmonious combination of computer-oriented learning technologies and information culture with
existing pedagogical traditions. Information technologies are also represented as one of the efective
ways of humanizing the educational process and expanding the communication of its participants.
Pedagogical, health-preserving and spatial aspects of the use of digital technologies, in particular, work
with an interactive whiteboard, are revealed in the mentioned research.</p>
        <p>System-organizing methodological aspects of the formation of educational technologies were
considered in the research of Semerikov et al. [3] by rethinking the concepts of “methodical” and
“methodologic/methodical system” and determining ways to develop a “new class of teaching methods –
computer-based training systems”. In particular, they built a model of a computer-oriented method of
teaching informatics for future mathematics teachers, aimed at forming their informatics competence,
a component of which is a method of training competences in programming and computer games
development [3].</p>
        <p>Hakak et al. [34] explore the issue of gamification based on cloud technologies. They point to the need
to create a gamified learning environment and present an option for a gamified curriculum, within which
diferent educational subjects can be integrated. From a spatial point of view, this study demonstrates
an attempt to create a digital educational quasi-space as “smart”, interactive and integrating diferent
subject areas.</p>
        <p>Based on the application of the Preferred Reporting Items for Systematic Review and Meta-Analyses
(PRISMA) methodology in three multidisciplinary databases of educational centers. Manzano-León
et al. [35] conducted research on gamification. The authors indicate that gamification is an efective
means of influencing the academic performance and motivation of students.</p>
        <p>The majority of the studies in this sphere concern primary education. To a lesser extent, attention
is paid to secondary and higher education. The studies have mostly been carried out based on the
examples of using CDGs to learn mathematics and languages. Game is a priority activity for pre-school
children and remains an active way of discovering the world for primary school children [36]. Using
games in the educational process for young pupils and seniors remains less researched, since children
of this age group are educated on the basis of the activities-oriented approach with the use of more
formal ways of learning.</p>
        <p>
          Michala et al. [
          <xref ref-type="bibr" rid="ref10">37</xref>
          ] present the benefits of using CDGs in secondary school for the development of
cognitive and emotion management skills. The authors’ use of Greek art and culture when using CDGs
is interesting. The use of CDGs and Greek art actualizes the expressive visual-spatial aspect of learning.
This reveals the significance and educational efectiveness of interconnected spatial, visual-spatial and
visual-cognitive aspects.
        </p>
        <p>Rybka [24] undertook a study in which she examined the phenomenon of gamification based on
the example of using computer games for teaching philosophy in engineering higher educational
institutions. The author identified destructive and negative phenomena in the process of using game
forms, suggested ways to overcome them. She emphasizes that game practices, as those that activate
and nurture emotional intelligence, are especially necessary and valuable for students studying at
engineering higher educational institutions.</p>
        <p>Research by Rocha and Barroso [7] is inclusively focused on the design and implementation of a
game application for cognitive rehabilitation of children with special educational needs and the elderly.
Preliminary results showed that their computer didactic game can be used as an auxiliary tool in special
education and in rehabilitation.</p>
        <p>Recent research provides compelling evidence about the critical role of Game Pedagogical Content
Knowledge (GPCK) in teacher readiness. A comprehensive analysis of 376 in-service elementary school
teachers reveals that GPCK directly predicts teachers’ attitudes and actual use of didactic games, with
junior teachers relying more heavily on GPCK while senior teachers depend more on general pedagogical
knowledge [38]. This finding is particularly significant as it highlights the diferential influence of
experience on game-based teaching approaches. Moreover, studies utilizing structural equation modeling
with mathematics teachers demonstrate that self-eficacy emerges as the strongest predictor of
gamebased learning adoption, interacting synergistically with TPACK-G to influence both intention and
actual classroom use [39]. These insights underscore the multidimensional nature of teacher readiness,
requiring targeted interventions that address both knowledge domains and motivational factors.</p>
        <p>Determining the innovative trend and the practical-technological significance of the implementation
of computer didactic games in the educational process, we actualize the problem of forming a model of
the computer science and mathematics teachers’ readiness to develop and use CDGs on the selection of
system-forming aspects. The specified system-forming aspects are understood as methodological and
conceptual prerequisites that constitute the specified readiness not only axiomatically, but through the
disclosure of the multidimensional nature of the problem. We highlight the following system-forming
aspects of the computer science and mathematics teachers’ readiness to develop and use CDGs:
innovative, cognitive-activity, personal-reflective, motivational-valuable, valuable, spatial which is considered
as spatial-cognitive and visual-spatial, temporal, cultural and educational, creative, communicative. In
this study, we consider the first six system-forming aspects.</p>
        <p>The innovative aspect was considered above in the pedagogical and value understanding of the
implementation of gamification in the educational process. Accordingly, this aspect represents the
significance, features and direction of the introduction of CDGs into the educational process as an
innovative trend. The innovative orientation of computer didactic games is realized in relation to the
concept of the triangle of knowledge [40], which includes a close interaction of education, science and
innovation.</p>
        <p>The following four aspects cognitive-active, personal-reflective, motivational-valuable, valuable are
relatively traditional. They are used integratively or individually when forming models of readiness,
skills, and competencies. Therefore, three of the specified aspects – cognitive-active, personal-reflective,
motivational-valued – are considered as its components in our model. All other aspects to one degree
or another take part in the constitution of readiness.</p>
        <p>Special attention in the development of readiness is given to the spatial aspect, which we consider
practically oriented as spatial-cognitive and visual-spatial. The use of the spatial aspect in the formation
of readiness is determined by the understanding of the computer science and mathematics teachers’
readiness to develop and use CDGs as a complex anthropological and cultural-educational phenomenon
in which spatiality and visuality are expressive and significant.</p>
        <p>As an example, we will present a study that is close in its orientation to our readiness development.
Chen et al. [41] analyze five key components of game literacy – (1) basic game literacy, (2) high-level
game literacy, (3) instructional design for game learning, (4) organization and management of
gamebased learning, and (5) evaluation of game-based learning needed by teachers to implement game-based
learning. The authors emphasize the importance of educational design when implementing game-based
learning. The result of the research by Mathe et al. [42] is the conclusion that the efectiveness of the
use of digital games by Swedish teachers depends on the competence and motivation of teachers for
professional development, on the availability of appropriate game resources. Nousiainen et al. [43]
present four basic competencies – pedagogical, technological, collaborative and creative, which are
necessary for teachers to efectively implement game pedagogy.</p>
        <p>The use of didactic games, as well as game methods and technologies in general, contributes to a
deeper methodological and value understanding of the environment in which they are implemented.
First of all, it concerns virtual and real space. Traditionally, space is understood as a background
where the educational process is implemented. In the system of modern postmodern scientific and
methodological ideas, space is like time and the processes that are in them, or rather, with their help, are
implemented integratively and holistically. Currently, visual-spatial approaches that have demonstrated
their efectiveness in various fields of knowledge and life practices are relevant. One of such significant
practices and technologies, which for their efective implementation require the active inclusion (or at
least consideration) of the “visual-spatial” factor, are games. In addition to the indicated scientific and
methodological trends and practical requests, we consider the issue of the development of the computer
science and mathematics teachers’ readiness to develop and use CDGs in the context of actualizing the
spatial factor.</p>
        <p>Accordingly, in this methodology, from a cognitive and axiological point of view, spatial phenomena,
as well as real and virtual spaces, are considered significant for the technologicalization of education and
for the professionalization of mathematics and computer science teachers. In the scientific pedagogical
literature, the visual-spatial aspect of the development of the computer science and mathematics
teachers’ readiness to develop and use CDGs is not suficiently disclosed. This, taking into account
the above-mentioned trends of modern science and the socio-cultural sphere and requests for the
efectiveness of the practical implementation of game-based learning methods, defines the researched
problem as urgent.</p>
        <p>For the methodological understanding of space, including virtual and spatial phenomena, the work
of Avetysian [44], which reveals the meaning and nature of visuality, is relevant. In this study, the
authors turn to the classical ideas of visuality by Merleau-Ponty [45] and Deleuze [46]. At the same
time, they emphasize ideas about: the semantic independence of the visual dimension of culture from
language, the principle of the activity of a visual object, the peculiarities of the viewer’s interaction with
visual phenomena. Thanks to these ideas of visuality, we understand space not as a background against
which certain events take place, but as a special spatial world with active spatial phenomena. From the
cultural and educational point of view, the application of the presented ideas of visual theory for the
development of the teacher’s readiness to use didactic games is relevant. This is due to the fact that the
visual-spatial aspect in the specified computer technology is one of the system-organizing factors.</p>
        <p>In the theoretical and technological aspects of the application of the spatial approach and the idea of
visuality, research by various authors is relevant.</p>
        <p>Briantseva [47] reveals the peculiarities of designing digital didactic visual tools. Bäckman and Pilebro
[48] present a study conducted within the framework of visual pedagogy, the results of which indicate
improved cooperation during dental treatment in preschool children with autism. Du et al. [49] present
ways of helping children with autism spectrum disorder in teaching dental care based on the use of
visual pedagogy tools. Drushliak [50] reveals the significance and features of visual information culture
of future mathematics and computer science teachers and presents its model. Aiello and Parry [51]
reveal the features of visual communication. They emphasize the idea close to us, that visuality and
visual means are a significant aspect of many disciplinary scientific and practical spheres. At the same
time, the importance of visuality is not suficiently realized. Goldfarb [52] considers visual pedagogy,
visual technology as relevant directly in the education and life of people, as it needs further purposeful
development.</p>
        <p>In scientific literature, the issue of developing the computer science and mathematics teachers’
readiness to develop and use CDGs is insuficiently disclosed. Issues of actualization of spatial aspects in
the system of the specified readiness, both during its development and during implementation, are not
suficiently disclosed. Taking into account the importance and innovativeness of the use of computer
didactic games for the implementation of the processes of technologization, virtualization, digitalization,
axiologisation, humanization of education, as well as for the development of the professionalization of
the teacher and the formation of his innovative culture, the specified problem is presented as an actual.</p>
        <p>The purpose purpose of the research is to study the value, cognitive-activity, personal-reflective and
visual-spatial aspects of the computer science and mathematics teachers’ readiness to develop and use
computer didactic games.</p>
      </sec>
    </sec>
    <sec id="sec-2">
      <title>2. Selection of methods and diagnostics</title>
      <p>Information on how CDGs are being developed and used in the educational process was generated
following the results of the analysis of public educational standards [53], typical educational programs,
curricula, other normative documents, methodological works of teachers and literature sources. Analysis
as for the computer science and mathematics teachers’ readiness to develop and use CDGs in the
educational process was carried out by using empirical research methods (observation of teaching
activities, questionnaires, interviews), as well as verbal-communicative and psychodiagnostic research
methods.</p>
      <p>The research used a system of methods and approaches. Axiological, systemic, spatial, visual-spatial,
cognitive-spatial, psychological, anthropological, and teleological [54] approaches were used. The
methods of mathematical statistics, in particular, descriptive statistics, cluster analysis, were used to
process the research results. To develop a model of the computer science and mathematics teachers’
readiness to develop and use CDGs, the method of pedagogical modeling was used.</p>
      <p>The readiness of computer science and mathematics teachers to develop and use computer didactic
games was determined on the basis of three generalizing criteria. The names of the three criteria
correspond to the three components of this readiness. Thus, we distinguish the following criteria:
motivational-valuable, cognitive-active, personal-reflective. Accordingly, these criteria reflect the
contents and meanings on the basis of which the components of readiness are formed. The criteria were
determined as a result of the use of various diagnostic methods, including the author’s, as well as by
analyzing the educational achievements of teachers. Each criterion is characterized by three levels (low,
medium, high) of the formation of a certain component of readiness. The results were summarized and
interpreted based on the criteria. According to each criterion, we characterized the level of formation
of its indicators. According to each criterion for evaluating the computer science and mathematics
teachers’ readiness to develop and use CDGs in the educational process, we characterized the level of
formation of its indicators.</p>
      <p>Motivational-value criterion:
• Low: there is no interest in the development of CDGs; there is a fragmented and limited interest
in certain topics; lack of motivation and interest in using CDGs; the selection of CDGs is random;
there is no interest in training in the use and development of CDGs.
• Medium: existing interest in the development of CDGs, related to the results; there is a responsible
attitude to learning in the absence of creative activity; formal interest; motivation is due to the
need to implement CDGs; existing interest in the application of CDGs in professional activity,
related to its results; there is a responsible attitude to training in the development and use of
CDGs; lack of understanding of the benefits of using CDGs in professional activities; episodic
manifestation of creative activity.
• High: Internalization and awareness of the values of this activity, purposefulness in the
implemented CDGs, formation of educational and cognitive motives, existing motivated and responsible
attitude to the use of CDGs in the educational process, awareness of the educational and
innovative significance of cognitive motives, systematic manifestation of creative activity, orientation
towards achieving success, professional orientation for self-improvement; conscious choice of
this didactic tool; training in the development and use of CDGs for the purpose of professional
growth; motivated professional focus on the development and application of modern CDGs.
Cognitive-active criterion:
• Low: low level of knowledge on the development and use of CDGs, their low reproducibility, lack
of systematicity; solving simple typical tasks with the help of others; the ability to use modern
CDGs in professional activities is partially fragmentary in nature; fragmentary cognitive needs,
interests, motives for developing and using CDGs.
• Medium: the average level of knowledge on the development and use of CDGs (partial system
knowledge) and their fragmentary reproducibility; solving standard tasks on the development
and use of CDGs with the help of others; the ability to independently solve the issue of choosing
a CDGs is not inherent; the presence of cognitive needs, interests, motives for the development
and use of CDGs.
• High: high level of knowledge (systemic, creative nature), knowledge of development and use of
CDGs; the ability to independently solve typical problems, solving non-standard problems, full
reproducibility, independent search for solution methods, the ability to generate new approaches
in the development and application of CDGs; the ability to master modern knowledge, generating
ideas, creativity in solving tasks, the ability to independently master the means of modern CDGs,
the search for and use of innovations, independent assessment of the appropriateness of the
selection of modern CDGs; available cognitive activity, the desire to master modern knowledge,
the availability of methods of scientific research activity, the professional orientation of cognitive
activity in theoretical and practical activities; independent solving of problems of professional
orientation of medium and high levels of complexity of development and use of modern CDGs
tools; the presence of elements of creativity in solving problems, the ability to analyze, synthesize
and establish relationships between socio-economic phenomena and processes; solving
nonstandard professional tasks, tasks of a high level of complexity; creative approach to solving;
critical, contextual thinking; independence in assessing compliance and choosing tools of modern
CDGs in solving professional problems; independent mastery of modern CDGs in order to solve
professional problems, ability to work in a team.</p>
      <p>Personal-reflectiv criterion :
• Low: there is a fragmented ability to introspect; inability to plan activities in the process of
developing and using CDGs; low capacity for self-control and self-regulation; there are ineficient
methods and methods of organizing this activity, which are not purposefully formed; awareness
of the content of the activity has a fragmentary spontaneous manifestation; in the vast majority of
cases, the quality of performed tasks is inadequately assessed; fragmentary, random manifestation
of the ability to self-educate; inability to independently master material on CDGs.
• Medium: the presence of self-analysis skills, which is mainly manifested under the influence of
external factors; existing activity planning for the development and use of CDGs and the ability to
self-monitor and self-regulate in individual cases, mainly under the influence of external factors;
there is a fragmentary manifestation of one’s own style of activity in the development and use of
CDGs; separate manifestations of a conscious and purposeful own style of activity; awareness of
the content of the activity and possessing the ability to evaluate and ensure the quality of the
work performed on the development and use of CDGs; there is a non-systematic manifestation of
the ability to independently master the material of individual topics on the development and use
of CDGs.
• High: implementation of a conscious and adequate self-analysis, awareness and prediction
of the results and consequences of the development and use of CDGs; existing planning of
activities for the development and use of CDGs and the ability to self-monitor and self-regulate;
cognitive abilities aimed at self-development; self-organizations that are managed and initiated
by the individual himself; available skills to independently overcome obstacles; the characteristic
deepness of the self-organization process in the system of activities for the development and use
of CDGs; there are efective techniques and ways of organizing one’s own style of activity for the
development and use of CDGs, its conscious and purposeful formation with elements of creativity
and innovation; awareness of the content of the development and use of CDGs and the ability
to evaluate and ensure the quality of the work performed; the ability to determine promising
directions for the development and use of the latest CDGs in professional activities, possessing
the skills to choose and use modern CDGs tools; capable of self-education in this direction; the
ability to implement knowledge, skills and abilities to achieve the goal of professional activity in
the development and use of CDGs; the ability to self-realize, systematic, persistent manifestation,
the ability to achieve success in this activity.</p>
      <p>The following techniques were used in the research: “Diagnostics of motivation for success and fear
of failures” [55]; tests and questionnaires on determining levels of formation of motivational-value,
cognitive-activity and personality-reflexive components; “Self-controlling Abilities” [ 56]; “Self-Eficacy
Test” [57]; “Research of Strong-willed Self-regulation” [58].</p>
      <p>Questionnaires were used in the research: Questionnaire for determining the computer science
and mathematics teachers’ value orientations as for the development and implementation of CDGs in
educational process (developed by Klochko [59] on the basis of Rean et al. [55] method); Questionnaire
for diagnostics of motivation for success and fear of failures [55]; Questionnaire for determining the
significance of readiness for the development and implementation of CDGs for successful professional
activities [60, 61]; Questionnaire to determine the percentage distribution of computer science and
mathematics teachers by levels of the ability to self-governance [56, 57, 58]; Questionnaire for
determining the indicators of cognitive-activity criterion of evaluation of computer science and mathematics
teachers’ readiness to develop CDGs and implement them into the educational process (developed by
Klochko [59] based on Raven [62] methods); Questionnaire to determine the percentage distribution of
computer science and mathematics teachers by levels of the ability to self-control [56, 58]; Questionnaire
for determining the Indicators of personality-reflexive criterion for evaluation of computer science and
mathematics teachers’ readiness for CDGs development and implementation (developed by Klochko
[59] based on Rean et al. [55] methods); Fedorets-Klochko questionnaire for determining the value
interpretation of space by computer science and mathematics teachers.</p>
      <p>The “Questionnaire for determining the computer science and mathematics teachers’ value orientations
as for the development and implementation of CDGs in educational process” contained the following
questions (developed by Gurevych et al. [63] on the basis of Rean et al. [55] method):
1. Achieving professional success.
2. Developing personal strengths and abilities.
3. Acquiring professional and information competencies.
4. Providing material comfort.
5. Achieving recognition and respect in professional sphere.
6. Improvement of social status.
7. Striving to new achievements.
8. Self development and self improvement.</p>
      <p>9. Recognition and respect of managers.
10. Achieving students’ respect.
11. Developing students’ interest to computer sciences.
12. Possibilities to show one’s potential.
13. Possibility to improve pedagogical skills.
14. Possibilities to introduce new methods and forms of activities.</p>
      <p>Respondents answered the questions of the questionnaire in accordance with two areas – development
of CDGs and introduction of CDGs into the educational process.</p>
      <p>The “Questionnaire for determining the indicators of cognitive-activity criterion of evaluation of computer
science and mathematics teachers’ readiness to develop CDGs and implement them into the educational
process” contained the following questions (developed by Gurevych et al. [63] based on Raven [62]
methods):</p>
      <p>The “Questionnaire for determining the Indicators of personality-reflexive criterion for evaluation
of computer science and mathematics teachers’ readiness for CDGs development and implementation”
contained the following questions (developed by Klochko [59] based on Rean et al. [55] methods [63]):
I. According to the development of CDGs:
1. I am a qualified developer.
2. I strictly determine a purpose of the development.
3. I work much to improve competencies.
4. I want to achieve high results.
5. I know my weaknesses and strive to improve them.
6. I constantly search for new methods, forms and ways for realization.</p>
      <p>7. I know what to work with and what to learn in the nearest future.</p>
      <p>II. According to the implementation CDGs into the educational process:
1. I am a qualified user.
2. I strictly determine a purpose of implementation.
3. I work much to improve competencies.
4. I want to achieve high results.
5. I know my weaknesses and strive to improve them.</p>
      <sec id="sec-2-1">
        <title>6. I constantly search for new methods, forms and ways for realization.</title>
        <p>7. I know how to use and look for necessary means.</p>
        <p>The methodology is aimed at actualizing and revealing the spatial aspect of computer science and
mathematics teachers’ readiness for the development and use of computer didactic games. In this work,
to reveal the phenomenology of CDGs, we turn to their understanding and application not only in the
mental-semiotic and cognitive-operational planes, but as a spatial or, more precisely, “cognitive-spatial”
phenomenon. The specified methodological insights correspond to the ideology of the “visual turn”
and “spatial turn” in the methodology of science. A significant aspect of considering the indicated
methodological trends, as significant, is that we can purposefully represent virtual reality, first of all,
as a special informational and meaning-making space. It is important to understand the real physical
space also as a special content-semantic or “cognitive-spatial” field, as a meaningful background or
context actively included in the educational process. Accordingly, the use of digital technologies of
virtual reality with the active participation of the teacher contributes to the “transformation” of physical
space into the content-semantic or “cognitive-spatial” field of the educational process. In our opinion,
the decisive factor in the specified “cognitive transformations” of virtual reality and real space is the use
of game methods. In our opinion, this is due to the fact that in the semantics of the game in its semantic
contexts, the spatial component is relevant but at the same time “hidden”. The game, which first appears
in childhood, is primarily aimed at the child’s understanding of himself as a spatial phenomenon, as
well as at revealing his ability to navigate in space, which, accordingly, are cognitive processes. Such a
cognitive manifestation of life corresponds to the idea of autopoiesis of Maturana Romesín and Varela
[64]. These authors interpret life as a cognitive autopoietic process. Accordingly, we expand and refine
the specified understanding of Maturana Romesín and Varela [64] to this educational context. We
can note that for a person it is also a spatial and visual process. In this work, a “Fedorets-Klochko
questionnaire for determining the value interpretation of space by computer science and mathematics
teachers” was developed to analyze the understanding of computer science and mathematics teachers
about space as a special educational value, space as a possible tool for the intellectual development
of a child, space as a background and a component of didactic games. An important methodological
prerequisite for the development of this questionnaire was the idea of contextual learning, which can
be interpreted as follows: a teacher who understands the surrounding environment, including space, as
a way, as a condition or even as a “soft” teaching tool, will be more efective, competent and according
to the nature of the child, use CDGs and other methods, in the implementation of which the spatial
aspect is relevant.</p>
        <p>The “Fedorets-Klochko questionnaires for determining the value interpretation of space by a teacher of
mathematics and computer science” contained the following questions:
1. The purposeful use of space and spatial phenomena is an important pedagogical condition for
efective disclosure of the content of educational material in mathematics and computer science.
2. The use of virtual space, augmented reality and digital technologies is a important pedagogical
condition for the efective disclosure of the content of educational material in mathematics and
computer science.
3. An integrative consideration of spatial phenomena and virtual space as meaning-forming and
system-forming factors of the educational process is relevant for efective learning.
4. Virtual space, as well as real space, can be considered as a meaning-making matrix when
implementing game-based learning methods.
5. The game-learning methods and actualization of phenomena of real space and virtual reality
are presented as conceptualization tools that form a metaspace of meanings in the study of
mathematics and computer science.
6. In order to improve the eficiency of professional activity, the teacher should apply the phenomena
of real space and virtual reality in order to present the educational material logically in an
“expanded” and illustrative format.
7. Both real and virtual space have their own metalogic, which is revealed when using game methods.
8. Game learning methods and animation reveal the meaning-making aspect of real and virtual
space, which can be purposefully applied in the study of mathematics and computer science.
9. The possibility of actualizing the phenomena of real space and virtual reality is considered as an
instrumental value in the professional activity of a teacher of mathematics and computer science.
10. The actualization of the phenomena of real space and virtual and augmented reality corresponds
to the spatial essence of human nature.</p>
        <p>We will present the ideas and content-semantic aspects underlying the “Fedorets-Klochko
questionnaire for determining the value interpretation of space by computer science and mathematics teachers”.
This questionnaire is aimed not only at diagnosing the teacher’s value interpretation of real and virtual
space, but also at actualizing spatial issues as significant in the study of mathematics and computer
science. The reflective aspect of this questionnaire is also important, which reveals to the teacher
ways of understanding spatial phenomena as educational and life values (in particular, the value of
harmonization).</p>
        <p>Question № 1 – “The purposeful use of space and spatial phenomena is an important pedagogical
condition for efective disclosure of the content of educational material in mathematics and computer
science” – defines and actualizes the problems of real physical space represented as a “pedagogical tool”
and a pedagogical condition for studying mathematics and computer science. It is clear that the real
space becomes such a “pedagogical tool” by transforming into an educational semantic and
meaningforming context (space) by integrating the semiotic field of the lesson. This happens with the purposeful
application of various educational methods (in particular, game ones) during the implementation of
which spatial phenomena are actualized.</p>
        <p>Question № 2 – “The use of virtual space, augmented reality and digital technologies is a important
pedagogical condition for the efective disclosure of the content of educational material in mathematics
and computer science” – purposefully defines and actualizes the problems of virtual space, represented
as an established pedagogical environment and at the same time digital technology, which is used for
learning mathematics and computer science. Virtual space by its very nature is an intellectual product
and, accordingly, can be considered as an operational and educational environment and, accordingly, a
ifeld of knowledge and meanings. An important ant aspect of this virtual space is that it can largely
model the real space one as it corresponds to human nature, including spatial thinking, the prerequisite
for the formation of which is a developed human visual analyzer.</p>
        <p>Question № 3 – “An integrative consideration of spatial phenomena and virtual space as
meaningforming and system-forming factors of the educational process is relevant for efective learning” –
defines and actualizes the issue of the integrative application of virtual space and real space phenomena
as a pedagogical condition and a “spatial” component of mathematics and computer science learning
technologies. The methodological meaning of this question is the idea that the purposeful integrative
application of technologies of both virtual space and phenomena of real space should give a synergistic
and harmonizing educational efect. In children it is necessary to actualize mathematical thinking
through visual perception and mathematical interpretations of the “world of things”, “the world of
geometric figures”, “the world as a three-dimensional space” through the application of landscape
pedagogy and through the visual disclosure of the phenomenology of the real world. As additional efects,
it can be noted that this will also contribute to the preservation of physical and psychological health
and aestheticization of the educational process. The specified “work” with real space in combination
with the use of virtual space should form the student’s understanding of virtual reality as a special tool
and the world included in the real world. If the specified harmonization is not carried out, then the
opposite efect is possible – the real three-dimensional space, as well as the world as a whole, will be
considered by the student as a component of the virtual. This, in addition to the negative impact on
the psyche, will not give the opportunity to fully reveal the student’s cognitive potential. Therefore,
in the educational process, according to the ancient Greek idea about the harmonious nature of man,
between virtual reality and real space and the world, not competitive interactions should be formed,
but synergistic, complementary and harmonious interactions.</p>
        <p>Question № 4 – “Virtual space, as well as real space, can be considered as a meaning-making matrix
when implementing game-based learning methods” – reveals the anthropobiological dimension of the
teacher’s understanding of spatial phenomena. Accordingly, within the semantic framework of this
question, the space is simultaneously considered: inactively as a neutral background or condition where
the game is implemented, and also as an active learning tool – as a specific context filled with contents
and meanings.</p>
        <p>Question № 5 – “The game-learning methods and actualization of phenomena of real space and
virtual reality are presented as conceptualization tools that form a metaspace of meanings in the study
of mathematics and computer science” – presents game learning methods not only as activity-cognitive,
but also as cognitive-spatial learning phenomena, which can form “quasi-spaces” (spaces of meanings)
that participate in the development of informatic and mathematical meanings and concepts.</p>
        <p>
          In question № 6 – “In order to increase the eficiency of professional activity, the teacher should apply
the phenomena of real space and virtual reality in order to present the educational material logically
in an “expanded” and illustrative format” – the physical characteristics of spatial reality (first of all,
length) are reflected. Virtual reality is developed based on the transformation of the characteristics of
real space. This can be represented as the “logic of space” and, accordingly, consider spatial phenomena
in the format of “didactics of space”, which real space determines due to its length (according to
Descartes [65]). From the standpoint of pedagogical psychophysiology, we interpret the concept of
an expanded representation of educational material, first of all, as a demonstration of certain features,
regularities, phenomena, both spatial structures and relationships between them. For example, the
process of multiplication or addition can be depicted as subject operations in the spatial and subject
ifelds. This will be an expanded format that clearly illustrates a certain arithmetic operation through
“spatial logic”. In this case, we demonstrate the indicated operations in detail. As the indicated operation
is understood, it is “transferred” into the symbolic space. The specified aspect of “transfer” to the
middle (interiorization into mental reality) leads to the phenomenon of “collapse” whose essence is
that operations that were represented through the “logic of space” and the “logic of object actions” (for
example, the close location of two groups of objects in “spatial semantics” of which was interpreted as
addition) are transformed into a certain generalizing symbol in which the cognitive operation itself (for
example, revealed during the demonstration of the operation with the help of objects) may no longer
be displayed as spatial interactions (location). The specified features of the actualization of the subject
ifeld and the understanding of space as a meaning-making context are presented in the classical concept
of the step-by-step formation of mental actions by Gal’perin [
          <xref ref-type="bibr" rid="ref21">66</xref>
          ].
        </p>
        <p>In question № 7 – “Both real and virtual space have their own metalogic, which is revealed when using
game methods”, game methods are represented as actualizing and revealing the “multidimensional” –
semiotics, axiology and contextuality of space (real and virtual). These game methods essentially
transform the real space into the quasi-space of the game by “filling” it with specific meanings. Real or
virtual space becomes a semiotic-symbolic field in which and thanks to which the specified game is
implemented, forming conceptualization skills in the child, which are transformed into components of
mathematical thinking.</p>
        <p>Question № 8 – “Game learning methods and animation reveal the meaning-making aspect of real and
virtual space, which can be purposefully applied in the study of mathematics and computer science” –
points out the importance of the purposeful use of real and virtual space for the representation of
mathematical and informational phenomena. That is, consideration of the structure of space and the
objects that fill it as environmental prerequisites for the development of mathematical thinking of
rational-logical and multidimensional and systemic external and internal realities is actualized.</p>
        <p>In question № 9 – “The possibility of actualizing the phenomena of real space and virtual reality
is considered as an instrumental value in the professional activity of a teacher of mathematics and
computer science” – space is revealed as a special instrumental value that can underlie the formation of
meanings and goals of educational activities. In the specified question, ideas about space are presented
as a valuable context of educational practices.</p>
        <p>Question № 10 – “The actualization of the phenomena of real space and virtual and augmented reality
corresponds to the spatial essence of human nature” – reflects the phenomenology of man as a spatial
being. In this issue, human nature is considered multidimensionally and, accordingly, space is presented
as a prerequisite and component of human physicality and its intelligence. This cognitive understanding
of space and the corporeality associated with it corresponds to the ideas of Lakof and Johnson [67]
on corporeal mind and corporeal cognitivism. This question is aimed at understanding a person in
whom his integrity and physical and intellectual-spiritual essence has a significant and systemic spatial
aspect, which accordingly forms an anthropic image of a person who is harmonized with the world.
That is, human nature is related to nature as such. The idea of “anthropo-spatial” and “spatial-cognitive”
intentionalities of a person, which must be revealed in the conditions of the educational process, is
embedded in this general question.</p>
        <p>The processing of the survey results was carried out using cluster analysis in order to identify groups
of respondents and to determine ways of forming and improving the computer science and mathematics
teachers’ readiness to develop and use CDGs in the educational process. Cluster analysis was performed
using the SimpleKMeans method and the Weka framework for data analysis and machine learning [68].
We described the SimpleKMeans algorithm in the research [69, 70]. Dunn, DB, SD, CDbw and S_Dbw
algorithms were used in the process of data preprocessing in order to determine the recommended
number of clusters [71, 72] (table 1). The structure with the number of clusters 4 was chosen as the best
in terms of compactness and resolution.</p>
        <p>The study was conducted in two stages: Stage I – 2017-2020, 183 computer science and mathematics
teachers from diferent regions of Ukraine participated in the study [ 63]; Stage II – 2022, 123 computer
science and mathematics teachers from diferent regions of Ukraine and Republic of Moldova participated
in the study.</p>
      </sec>
    </sec>
    <sec id="sec-3">
      <title>3. Results and discussion</title>
      <p>The central theoretical result of this research is the formation of a model of the computer science and
mathematics teachers’ readiness to develop and use CDGs in educational process. In addition to the
axiomatic and systematic approach, which includes the development of the field of problematization
with the selection of the main aspects of the problem, the specified issue is solved by conducting
research (presented below) (figure 3).</p>
      <p>The development of this readiness model is based on teleological (target), anthropological and
systemic approaches. Within the framework of the teleological approach, the harmonious, innovative
development of the personality, which includes the formation of key and digital competencies, is
considered as a prerequisite for the realization of the sustainable development goals and the innovative
trend.</p>
      <p>This model of readiness of the computer science and mathematics teachers’ readiness to develop and
use CDGs is based on the pedagogical value and teleological understanding of the main aspects. The
specified aspects are considered as system-forming in the development of this readiness. We distinguish
the following system-forming aspects – innovative, cognitive-active, personal-reflective,
motivationalvalue, valuable, spatial, which is considered as spatial-cognitive and visual-spatial, temporal,
culturaleducational, communicative aspects (figure 3). Let’s consider these aspects in more detail.</p>
      <p>Among the specified aspects, we consider cognitive-active, personal-reflective, motivational-value
aspects as “internal” or anthropological, as such, which can be present in the mental reality of a
professional personality. Based on the actualization and selection of the specified aspects as professionally
significant, a structure of readiness is developed. The specified aspects correspond to the name of
readiness components and reflect the corresponding professionally significant meanings and directions.
The specified “internal” aspects are formed on the basis of activity-semantic and teleological integration
of individual aspects: cognitive, activity, personal, reflective, motivational, value. Such integration of
the specified aspects reflects deep professionally significant features, which we present below.</p>
      <p>The integrated cognitive-activity aspect in the readiness model is transformed into its component of
the same name. It reflects the cognitive and functional specifics of the professional activity of a teacher
of mathematics and informatics and the peculiarities of the intellectualized process of studying these
disciplines.</p>
      <p>The personal-reflective aspect, which in the readiness model is transformed into the component of
the same name. He characterizes reflection as a defining professional ability of a computer science
and mathematics teachers, which is necessary when studying the specified educational disciplines.
Reflexivity in this aspect is a professional ability that determines the personal and professional potential,
in particular, for the implementation of control and verification of logical operations. Therefore,
reflexivity, both as a cognitive and as a personal quality, is quite developed among specialists in
mathematics and computer science. For its realization, reflexivity must be deeply included in the being
of a professional, in his personality. Accordingly, the specified specialists should be capable of long-term,
psychologically exhausting work on finding optimal solutions, which includes purposeful activities to
correct possible errors.</p>
      <p>The motivational-value aspect, which in the readiness model is transformed into the component of
the same name, reflects the humanistic and human-oriented idea of professionalization of a specialist
based on meaningful and internalized (that is, transferred to the inner mental reality) values, meanings,
images, intentions, etc. That is, the actualization of the specified aspect and the component of readiness
corresponding to it is a way of axiologising and a manifestation of humanistic, by its essence, pedagogy,
which is based on values. In this aspect, the idea of “internal motivation” is implemented in accordance
with the self-determination theory [73].</p>
      <p>In addition to those presented above, let’s consider other relevant aspects, on the basis of which the
readiness of the computer science and mathematics teacher to develop and use computer didactic games
is formed – innovative, valuable, spatial (considered as spatial-cognitive and visual-spatial), temporal,
cultural, educational, communicative.</p>
      <p>Due to the actualization of the innovative aspect, the technological-innovative and socio-cultural
significance of CDGs for the education of the future, which is the education of sustainable development,
is problematized and revealed. CDGs are an innovative technology, the implementation of which in the
educational process aims to move to a qualitatively new level of education. The innovative aspect is also
a determining goal (telosom) in developing the computer science and mathematics teachers’ readiness
to develop and use CDGs. The innovative aspect, which is primarily explicit (“external”) in relation
to the personality-professional during its internalization (transfer into mental reality), is considered
as part of the cognitive-activity component of readiness. Possession of the educational theory and
practice of the application of CDGs largely reflects the innovativeness of the teacher as a professional
quality and as his focus on self-development and creativity. It is significant that innovativeness is also
considered as a value reference point in the process of implementing CDGs.</p>
      <p>The value aspect is primarily an external factor of the cultural and educational space. When
internalizing the value aspect, it is considered as part of the motivational-value component of readiness, and in
the system of the cognitive-activity component in the format of value-oriented knowledge. The value
aspect determines the meanings and orientations that are significant in the readiness system.</p>
      <p>The cultural and educational aspect reflects the importance of professional and cultural contexts and
professionally significant potentials of the educational environment in which readiness is developed
and implemented. Guided by the anthropological ideas of Hall [74, p. 10-11] about the contextuality
of cultures, we believe that the cultural and educational aspect is a defining professional context. The
cultural and educational environment contains values, meanings, stereotypes of interaction,
communication and behavior, ideas, directions, etc. in a contextual format. The development of readiness
includes cultural-educational, value-semantic contexts and significant ideas that are present in them.
Currently, there are ideas of direction of innovation, child-centeredness, humanization, technologization,
non-violent communication, tolerance, freedom, democracy, professionalization, etc.</p>
      <p>The communicative aspect contributes to the consideration of CDGs during their development and
implementation as a special professional and communicative phenomenon, as a way of transferring
knowledge, ideas and technologies. This is due to the fact that the game includes an expressive
communicative aspect and can be interpreted as a way of communication. Therefore, communicability
is primarily embedded in the structure of CDGs and the system of readiness itself and in all three of its
components.</p>
      <p>The creative aspect contributes to the consideration of CDGs and their implementation in the
educational process as a creative phenomenon, which at the same time also contributes to the disclosure
of the creative potential of an individual. Creativity, in turn, is impossible without spontaneity, a certain
creative freedom, interpretability, social activity and, thus, it is a guide to the ideas of democracy and
freedom as existential and educational values. Accordingly, the development of the implementation of
CDGs in the educational process is a way of revealing creativity. We consider the creative aspect of
readiness as part of the cognitive-activity component.</p>
      <p>The temporal aspect actualizes the idea that CDG is a temporal phenomenon, which is important to
take into consideration during their development and implementation. In turn, CDG, due to its temporal
specificity, can contribute to the development of temporal competence, provided that the temporal
aspect is purposefully actualized.</p>
      <p>The spatial aspect is significant due to the fact that CDGs have a distinct spatial dimension, which
must be taken into consideration during their development and implementation. We consider the
spatial aspect as spatial-cognitive and visual-spatial. The spatial-cognitive aspect is aimed at developing
the teachers’ ability to use spatial phenomena in the educational process for the representation and
illustration of educational material. The visual-spatial aspect is aimed at forming the ability to work with
spatial phenomena, which includes their comprehension and interpretation. This aspect is also aimed at
the development of visual-spatial intelligence. We consider the visual-spatial aspect of internalization
into the mental reality of a professional personality within the framework of the cognitive-activity
component of readiness.</p>
      <p>Concluding the theoretical consideration of this problem, we will present the determination of
the computer science and mathematics teachers’ readiness to develop and use CDGs in educational
process. By the computer science and mathematics teachers’ readiness to develop and use CDGs, we
understand the integrated cognitive-activity professional-personal ability of the teacher, which contains
expressive value-motivational and reflective components and is aimed at implementation CDGs into the
educational process, and is also implemented on the basis modern directions – innovative development,
humanism, child-centrism, creativity, communicativeness, and taking into account spatial-temporal
and cultural-educational specifics.</p>
      <p>Table 2 presents a synthesized comparison of TPACK components across disciplines and experience
levels, derived from multiple studies [75, 76, 77]. The data reveals that while both mathematics and
computer science teachers demonstrate high content knowledge (CK), significant gaps exist in their
technological pedagogical content knowledge (TPCK), with mean scores below 3.0 on a 5-point scale.
Junior teachers show higher technological knowledge but lower pedagogical content knowledge
compared to their senior counterparts, suggesting the need for diferentiated professional development
approaches.</p>
      <p>Let’s proceed to consider the results of the study aimed at determining the state of the computer
science and mathematics teachers’ readiness to develop and use CDGs. The study was conducted to
establish the presented readiness structure.</p>
      <p>The authors analyzed the results of the evaluation of the components that constitute the readiness of
computer science and mathematics teachers to develop and use CDGs into the educational process.</p>
      <p>To evaluate and analyze the levels of components of the computer science and mathematics teachers’
readiness to develop and use CDGs into the educational process, the following criteria were used: the
motivational-value criterion, the cognitive-activity criterion, the personality-reflexive criterion.</p>
      <p>The specified criteria integratively characterize the same name corresponding readiness components.</p>
      <p>Motivational-value component of readiness. Accordingly, the motivational-value criterion characterizes
a set of values, meanings, intentions, motives. The awareness of these motives, values and meanings is
also important.</p>
      <p>Interviewing, questioning and testing were used in the evaluation of the motivational-value criterion
of computer science and mathematics teachers’ readiness to develop and use CDGs in the educational
process [63]. During questioning, we were trying to realize to what extent the activities related to
the development and implementation of CDGs are understandable, relevant, necessary and desirable
(among the survey questions diagnostically significant were the following: “Do you agree that readiness
for the development and implementation of CDGs is an important component of professional and
information competencies of today’s computer science teachers?”, “Is it interesting for you to learn the
way of developing and implementing CDGs in the educational process more deeply?”).</p>
      <p>We also used the “Questionnaire for determining the significance of readiness for the development
and implementation of CDGs for successful professional activities” [60, 61]. Teachers’ responses showed
that teachers are aware of the importance of readiness for the development and implementation of
CDGs for the successful professional activities (high level – 30,4 %, average – 50,1%, low – 19,5% of
teachers) [63] (see figure 4).</p>
      <p>Value orientations, which had become a subject of study, also contribute to the achievement of
professional success in teaching computer science and mathematics. For their diagnostics, the
“Questionnaire for determining the computer science and mathematics teachers’ value orientations as for the
development and implementation of CDGs in educational process was used” (developed by Klochko
[59] on the basis of Rean et al. [55] method) (table 3, figure 5).</p>
      <p>Thus, understanding the importance of the development and implementation of CDGs into the
educational process, the dominating values of teachers are the following: possibilities to introduce new
methods and forms of works with students, develop students’interest to computer sciences, possibility
to improve pedagogical skills in using CDGs, self-development, self-improvement as well as achieving
professional success, development of personal strengths, talents, acquiring professional and information
competencies in developing CDGs. The analysis of discrepancies showed that teachers give more
priorities to using CDGs in the educational process ratherthan developing them. In addition, the sphere
of CDGs development is of higher priority than their implementation for acquiring professional and
information competencies.</p>
      <p>Such results may mean that teachers do not fully realize the possibilities of professional growth in
develop and using CDGs and do not comprehend all possibilities and ways for improving their teaching
skills. It may be assumed that computer science and mathematics teachers are suficiently oriented in
the process of implementing new methods and forms of works in the classroom. They know how to
develop students’ interest in computer science, to improve teaching skills and strive to self-development
and self-improvement aimed at achieving professional success in the acquisition and development
corresponding knowledge, abilities and skills in the sphere of CDGs. Additionally, there is a lack of
care for material comfort, improvement in social status, recognition in the professional sphere, and
achievement of respect. However, computer science and mathematics teachers were also observed to be
more oriented towards professional realization and improvement, which dominated their requirement
for recognition and respect, improve social status, ensuring material comfort.</p>
      <p>The motivation for achievement favours an increase in persistence, self-esteem, regulation of activities,
the formation of readiness for the development of CDGs and their implementation into the educational
process. The results of the survey of computer science and mathematics teachers show that following
the methodology “Diagnostics of motivation for success and fear of failures” [55], 59,2% of teachers
have motivation on the average level (the motivational pole is not clearly defined), 21,4% of teachers
have a high level of motivation (motivation for success is diagnosed), and 19,4% of teachers have a low
one (the motivation of fear of failure is diagnosed) (figure 6). The motivation for achievement activates
subjective eforts of computer science and mathematics teachers, directed to the desired outcome in
personal and professional development.</p>
      <p>According to the results of the study of the motivational-value component of computer science and
mathematics teachers’ readiness to develop and use CDGs in educational process, in particular, its
motivational-value component, we can conclude that 21,4% of teachers are diagnosed with motivation
for success and 30,4% of teachers are diagnosed with high level of significance of readiness for the
development and implementation of CDGs for successful professional activities.</p>
      <p>Figure 7 illustrates the progressive development of key readiness components over the past decade,
derived from a synthesis of longitudinal and cross-sectional studies. The consistent upward trend across
all components suggests that increased attention to game-based learning in teacher education programs
is yielding positive results, though absolute scores remain in the moderate range, indicating substantial
room for improvement.</p>
      <p>Personality-reflexive component of readiness. This component was considered with the application of
research methods of the ability to self-control and reflective potential of the individual. “Questionnaire</p>
      <p>4
) 3.5
e
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a
c
s
5
1
(
e 3
r
o
c
s
n
a
e
M2.5</p>
      <p>TPACK</p>
      <p>GPCK
Self-eficacy</p>
      <p>Motivation
2
2,013
2,015
2,017
2,019
Year
2,021
2,023
2,025
to determine the percentage distribution of computer science and mathematics teachers by levels of the
ability to self-control” [56, 58] and “Questionnaire for determining the indicators of personality-reflexive
criterion for evaluation of computer science and mathematics teachers’ readiness for CDGs development
and implementation” (developed by Klochko [59] based on Rean et al. [55] methods) were used for this
purpose. Accordingly, the personality-reflexive component was used, which is characterized by the
determination of the teacher’s personal style of activities, the awareness of the content of activities,
the abilities to evaluate outcomes and consequences, the skills of self-education, self-realization in the
professional activities, and life-long learning. The indicators of this criterion are: the ability for
selfanalysis, self-control, self-organization; the availability of the personal style of activities; understanding
the scope of the activities on CDGs developing and implementing; the self-education skills.</p>
      <p>The study enabled us to set up the following system-creative factors that determine the ability
of computer science and mathematics teachers for self-control: restraint, sense of duty, will power,
disciplined manner, and responsibility.</p>
      <p>The research results, using the ability to self-control and reflective potential of the individual methods,
show that the average values of self-control quality levels of computer science and mathematics teachers
were distributed as follows: high level – 39,8%, average level – 51,5%, low level – 8,7% (figure 8) [ 63]. In
our opinion, such results may be explained by job requirements and social context.</p>
      <p>Hence, as average indicators of the personality-reflexive criterion of computer science and
mathematics teachers’ readiness to develop and implement CDGs show that the highest rank belongs to
teachers’ striving for strong performance in this area, for awareness of shortcomings and sincere
endeavor to improve performance (diagnosed using the “Questionnaire for determining the Indicators of
personality-reflexive criterion for evaluation of computer science and mathematics teachers’ readiness
for CDGs development and implementation”) (table 4, figure 9) [63].</p>
      <p>Summarizing the results of the research through their integrative consideration and interpretation
within the semantic framework of the personality-reflexive criterion, we note that according to the
self-control indicator, most computer science and mathematics teachers are diagnosed with medium
and high levels of the ability to self-control. According to the results of diagnosing the indicators of the
personal-reflective criterion for assessing the computer science and mathematics teachers’ readiness to
develop and use CDGs, it can be concluded that teachers mostly want to achieve high results in the
areas of developing and using CDGs, know their shortcomings and strive to correct them, try to work
in the direction of finding new methods of techniques, forms, ways of implementing CDGs, but to a
lesser extent they work on improving acquired competencies in this area.</p>
      <p>Cognitive-activity component of readiness. Formation of computer science and mathematics teachers’
readiness for the development and implementation of CDGs into the educational process has to be
based on practically oriented knowledge and intellectual skills. The indicators of the cognitive-activity
criterion, which reflects the content and the technology of development and implementation of CDGs,
as well as individual and psychological peculiarities of teachers’ readiness, in particular cognitive, are:
the field knowledge, the abilities to use the field knowledge for professional purposes and the cognitive
activities.</p>
      <p>Research according to the cognitive-activity criterion was carried out using the “Questionnaire
for determining the indicators of cognitive-activity criterion of evaluation of computer science and
mathematics teachers’ readiness to develop CDGs and implement them into the educational process”
(developed by Klochko [59] based on Raven [62] methods), “Questionnaire to determine the percentage
distribution of computer science and mathematics teachers by levels of the ability to self-governance”
[56, 57, 58], “Fedorets-Klochko questionnaire for determining the value interpretation of space by
computer science and mathematics teachers”, as well by the analysis of results of computer science and
mathematics teachers’ knowledge in CDGs development and implementation theory (the method of
monitoring quiz (oral and written) were used). This criterion also reflects the importance of
metacognitive strategies, which include the formed abilities for goal setting, self-evaluation, self-management,
planning, control, and intellectual reflection. It is significant that the mentioned intellectual qualities
should be essentially activity and, accordingly, aimed at the professional sphere of the teacher and,
above all, at the development and use of CDGs. Within the framework of this criterion, spatiality is
defined as an actual direction of the teacher’s intellectual development. The spatial aspect is presented
as spatio-cognitive and visual-spatial. Accordingly, within the semantic framework of spatiality, the
problematic of the teacher’s availability of valuable knowledge, understanding, intellectual intentions
and reflections of both real and virtual spaces is actualized [ 1]. The cognitive-activity criterion for the
evaluation of computer science and mathematics teachers’ readiness for development and
implementation of CDGs characterizes the level of theoretical knowledge, ability to use and create activities that are
of significant importance in the professional practice of computer science and mathematics teachers.</p>
      <p>The estimation of professional achievements, however, does not fully reflect the level of computer
science and mathematics teachers’ knowledge in this sphere, as it is a pretty formal indicator of their
readiness for the development and implementation of CDGs. The average results of the quiz show
that computer science and mathematics teachers’ knowledge in theory of CDGs development and
implementation is as follows: high – 4,2% and 24,8%; average – 11,2% and 46,5%; low – 84,6% and 28,7%
(figure 10, figure 11) [63].</p>
      <p>Identifying the indicators of the cognitive-activity criterion, we proceeded from the importance of
metacognitive strategies. Accordingly, with formed meta-cognitive strategies the computer science and
mathematics teachers understand the process of development and implementation of CDGs as a focused
and result-based management of the professional activities and life-long learning that simulates abilities
to predict outcomes, plan, control, evaluate, monitor and manage this process, overcome dificulties
at the time of achieving tactical and operational purposes as well as strategic goals. We assumed that
computer science teachers understand the process of development and implementation of CDGs as a
focused and result-based management of the professional activities and life-long learning that simulates
abilities to predict outcomes, plan, control, evaluate, monitor and manage this process, overcome
dificulties at the time of achieving tactical and operational purposes as well as strategic goals.</p>
      <p>So, the results of the tests using the “Questionnaire to determine the percentage distribution of
computer science and mathematics teachers by levels of the ability to self-governance” reveal that the
computer science and mathematics teachers’ ability to self-governance, mainly, is on the average level.
The percentage distribution by ability levels is as follows: 35,7% – high, 53,0% – average, 11,3% – low
level (figure 12) [ 63]. These data show that computer science and mathematics teachers according to the
self-governance indicator, which to a large extent integratively reflects the formation of metacognitive
strategies, are ready to develop and use CDGs in educational process.</p>
      <p>The study shows that the formation of the readiness of computer science and mathematics teachers
to develop and implement CDGs into the educational process is impossible without the corresponding
knowledge and intellectual skills in these spheres, such as: knowledge of CDGs’ tools of development and
implementation (classification, functional possibilities, didactic peculiarities, development requirements),
skills in selection of topics, design development, knowledge of psychological peculiarities of students’
age groups, etc. (table 5, figure 13) [ 63]. The eficient management of this process demands knowledge
of problem analysis, a clear vision of the situation, and the ability to forecast and plan future actions.
№</p>
      <p>Summarizing the results of the research through their integrative consideration and interpretation
within the semantic framework of the cognitive-activity criterion, we note that according to the
investigated indicators of the cognitive-activity criterion, the majority of respondents are diagnosed
with an average and high level of formation indicators of cognitive-activity and self-governance.
The average level of theoretical knowledge of computer science and mathematics teachers on the
development and use of CDGs in the educational process was also diagnosed, respectively 11,2% and
46,5%, and the high level of theoretical knowledge of computer science and mathematics teachers
on the use of CDGs, respectively 4,2% and 24,8%. It should be emphasized that 86,4% of respondents
are diagnosed with a low level of theoretical knowledge on the development of CDGs. This may be
due to the fact that in the process of training and retraining, professional development of informatics
and mathematics teachers, less attention is given to the topic of developing computer games for use
in the educational process. The study shows that computer science and mathematics teachers fully
understand the process of development and implementation of CDGs, know how to choose games aimed
at achieving lesson objectives. They have knowledge, skills and are able to use CDGs in the educational
process but have little experience in their development. In their professional activities, computer science
and mathematics teachers also face dificulties in understanding the psychological peculiarities of using
CDGs by students. Teachers also have to deal with the issue of the definition of the main functionalities
of CDGs, since their selection directly influences the realization of the student-centered approach.</p>
      <p>During the II stage of the research, which took place in 2022, the value interpretations of space by
a mathematics and computer science teacher were studied. This study is considered in the
contentsemantic framework of the formation of the cognitive-activity component of readiness that was studied.
The spatial direction of the research is determined by the fact that the specificity of the development
of the cognitive-activity component of readiness is the actualization of the spatial aspect. The spatial
aspect is presented in two formats: visual-spatial, which helps to reveal visual-spatial intelligence, and
spatial-cognitive, which is aimed at the teacher’s use of spatial phenomena (both real and virtual spaces)
for purposeful representation and illustration of relevant topics in mathematics and computer science.</p>
      <p>Let’s consider the results of the questionnaire using the “Fedorets-Klochko questionnaire for
determining the value interpretation of space by computer science and mathematics teachers” using
the methodological and interpretive potential of cluster analysis. In the process of applying the
SimpleKMeans algorithm to the clustering model, built on the basis of a set of data obtained during the
questionnaire survey, 4 clusters (number 0, 1, 2, 3) were formed, the centroids of which are shown in
the table 6 (figure 14).</p>
      <p>Cluster № 0 is the largest in terms of volume and, accordingly, formed 53% of the responses. The
specified cluster unites answers that define space (real and virtual) as a “pedagogical-technological” value
that is significant in the process of teaching mathematics and computer science when using didactic
computer games (figure 15). This cluster defines the positive interpretation of space in quantitative
representation as the middle between negative and highest. Accordingly, a positive understanding of
space as an “pedagogical-instrumental” value can be purposefully applied in the educational process.
Cluster 0 dominates in the specified sample is half. This dominance indicates that the studied teachers,
who make up half of the sample, have a generally positive attitude towards this problem. At the same
time, the indicated “middle position” in the sample indicates a not maximum readiness to actualize the
spatial component when using didactic computer games. The not-total “fascination” with visual-spatial
issues also indicates the critical thinking and personal and intellectual maturity of teachers, because the
representation of space as an instrumental value is relatively new and for many teachers it was revealed
through their questionnaires. As mentioned above, the purpose of the survey was not only diagnosis,
but also actualization of the phenomenology of space as value-oriented and technologically oriented.
The trends of Europeanization, democratization and humanization of Ukrainian education defined in the
Concept of the New Ukrainian School [81] play a certain role in such a dominant, but at the same time,
“moderate” or “medium” distribution. The specified educational trends contribute to the professional
development of the teacher. Accordingly, the teacher develops as a competent, critical-thinking and
independent person who finds and forms “his” teaching methodology and methods.</p>
      <p>Clusters № 1 (23%) and Clusters № 2 (13%) (total 36%) include answers that represent space (real
and virtual) as a “pedagogical-technological” value that is considered significant, neutral or negative in
the context of teaching mathematics and computer science when using didactic computers computer
games. Accordingly, the answers can be presented as a continuum from negative to positive – 0, 1, 2
and 3 (one answer). The presence of cluster № 1 and cluster № 2 (total 36%), which are quite significant
in terms of volume, which makes up more than a third, speaks of a certain novelty and possible certain
incomprehensibility of the actualized issues, which are represented in general terms, and not as a
specific technology. It is clear that at this stage the specified “visual-spatial approach” is first of all
revealed at the level of methodology in the form of general ideas and interpretations.</p>
      <p>Cluster № 3, which is represented by 13% of respondents’ answers, represents the highest level of
teachers’ interpretation of space (real and virtual) as a technological value that is significant in the
process of teaching mathematics and computer science when using didactic computer games. We explain
the relatively small percentage of people who, at the highest level, interpret space (real and virtual)
in a value-oriented way, considering it as a probable component of the implementation of computer
didactic games, by the relative novelty of such a spatial approach, the complexity and non-traditionality
of its implementation (figure 15). In this aspect, it can be noted that the emergence of virtual space
as a digital technology, as a specific “anthropo-techno-cultural” phenomenon and the actualization of
game-based learning methods provides an opportunity to better understand the educational significance
of the cognitive-valuable potential of real space. In general, we observe a “shift” in pedagogy towards
the active use of environmental, contextual, “background” approaches to learning. Accordingly, the
environment, including space and time, is understood not only as a background for the educational
process, but also as a special meaningful and value-semantic aspect of learning or, even, a “visual-spatial
educational tool”.</p>
      <p>Having analyzed the structure of the distribution of answers by clusters, it can be noted that it reflects
the indicated trends of the emergence and active development of contextual approaches (including
visual-spatial) in education and the active use of digital technologies.</p>
      <p>Summarizing and interpreting the results of the research of the spatial aspect in the system of the
cognitive-activity component of the studied readiness, we can note that they reveal the relevance and
significance of this “visual-spatial-cognitive” direction of the development of the specified readiness,
ifrst of all from a practical and pedagogical point of view. It is important that many teachers understand
the phenomenology of real and virtual space as a significant pedagogical tool that corresponds to the
current modern ideas of spatial pedagogy, existential pedagogy, child-centeredness, and contextual
learning.</p>
      <p>We can say that we are witnessing the beginning of an active integrative application of digital,
spatial, game, axiological methods and technologies, which corresponds to the paradigmatic attitudes
of postmodernism, including the oficially defined direction of sustainable development, which pays
special attention to the “terrestrial space” and the person in it.</p>
    </sec>
    <sec id="sec-4">
      <title>4. Conclusions</title>
      <p>The readiness of computer science and mathematics teachers to develop and use CDGs in the educational
process is a complex integrative personality-professional formation, consisting of motivational-value,
cognitive-activity and personality-reflexive components, which specified in their corresponding criteria.</p>
      <p>By the computer science and mathematics teachers’ readiness to develop and use CDGs, we understand
the integrated cognitive-activity professionalpersonal ability of the teacher, which contains expressive
value-motivational and reflective components and is aimed at implementing CDGs into the educational
process, and is also implemented on the basis of modern directions – innovative development, humanism,
child-centrism, creativity, communicativeness, and taking into account spatial-temporal and
culturaleducational specifics.</p>
      <p>Determining the state of formation of the motivational-value component of readiness, we can indicate
that according to the indicator of motivation for success in professional activity, 59,2% of teachers have
an average level of motivation (the motivational pole is not clearly defined), 21,4% of teachers have
a high level of motivation (success motivation is diagnosed), and 19,4% of teachers have a low level
(diagnosed lack of success motivation). According to the indicator of the value of readiness for the
development and implementation of CDGs for successful professional activity, the following levels were
determined: 30,4% – high, 50,1% – medium, 19,5% – low. There is a certain correlation between the above
indicators, which indicates both the formation of the motivational and value sphere and its professional
orientation, as well as its focus on the application of CDGs. The following value orientations in the
ifeld of development and use of CDGs in the educational process were also determined to be significant
for teachers: “Possibilities of introducing new methods and forms of working with students”, which
indicates developed innovativeness; “Development of students’ interest in studying informatics”, which
indicates the child-centered orientation of teachers. Thus, analyzing and interpreting the values of the
above indicators, we can note that according to the motivational-value criterion, an average level of
formation of the motivational-value component of readiness is observed in most teachers.</p>
      <p>According to the cognitive-activity component of readiness according to the indicator of the ability to
self-governance, which reflects the formation of metacognitive abilities, which includes goal setting,
selfesteem, self-management, planning, control, intellectual reflection, the obtained percentage distribution
of its formation is 35,7% – high, 53,0% – medium, 11,3% – low in terms of levels. The presence of the
prevailing high and medium levels indicates a suficiently high initial level of formation of metacognitive
abilities, which are included both in the composition of the studied readiness and in the professional
and pedagogical competences of a computer science and mathematics teacher. The average level of
theoretical knowledge of informatics and mathematics teachers regarding the development and use of
CDGs in the educational process was diagnosed: average – 11,2% and 46,5%; high – 4,2% and 24,8%; low –
86,4% and 28,7%. Having analyzed the relevant training programs, we believe that the reason for such a
state of the level of theoretical knowledge is insuficient training in the indicated direction, both during
university studies and during advanced training in the conditions of postgraduate education. The state
of formation of the cognitive-activity component of the readiness of computer science and mathematics
teachers for the development and implementation of CDGs according to the spatial indicator, according
to the results of the cluster analysis, professional interest was determined in 53% of teachers, in 13% –
a formed positive attitude is present, in 36% – insignificant interest or negative attitude. We explain
the small percentage of respondents who, at the highest level, interpret space (real and virtual) in a
value-oriented way, considering it as a probable spatial-cognitive component of the implementation of
CDGs, by the relative novelty of such a spatial approach, the complexity and unconventionality of its
implementation. During the integrative examination of indicators of the formation of the
motivationalvalue component in the semantic framework of its (motivational-value) criterion, its average level of
formation is determined.</p>
      <p>The state of formation of the personal-reflective component of computer science and mathematics
teachers’ readiness to develop and use CDGs according to the indicator of the ability to self-control is
characterized by the following percentage distribution – high level – 39.8%, medium level – 51,5%, low
level – 8,7%. Predominance of medium and high levels of self-control formation as a quality significant for
the teacher’s professional activity, including the implementation of developed professional mathematical
and informational competencies. According to the personal-reflexive indicator, the vast majority of
teachers are diagnosed with the desire to achieve high results, knowledge of their shortcomings and
the desire to correct them, which indicates purposefulness, the presence of professionally directed
reflection and innovative orientation. During the integrative examination of indicators of the formation
of the personal-reflexive component in the semantic framework of its (personal-reflexive) criterion, the
average level of its formation is determined.</p>
      <p>Summarizing the results of the research based on consideration of motivational-value,
cognitiveactive and personal-reflective criteria, we can say about the diagnosis of the average level of computer
science and mathematics teachers’ readiness to develop and use CDGs. Based on this, we define the
following main strategies for its improvement: supplementing educational programs with topics that
represent the ways and practices of applying CDGs in the preparation of future computer science
and mathematics teachers, their retraining and advanced training; application of competency-based,
activity-based approaches in order to develop teachers’ professional orientation to the application
of CDGs; to activate the use of innovative pedagogical technologies for the formation of computer
science and mathematics teachers’ readiness to develop and use CDGs; to carry out an analysis of the
application of CDGs in other countries and the reception of positive pedagogical experience in this
direction.</p>
    </sec>
    <sec id="sec-5">
      <title>Declaration on Generative AI</title>
      <sec id="sec-5-1">
        <title>The authors have not employed any generative AI tools.</title>
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