Informatics in school №3’2018
Journal «Informatics in school»
№ 3 (136) April 2018
Contents of issue
Bakhareva A. S.
ELEMENTS OF GAMIFICATION IN STUDY OF OBJECT-ORIENTED PROGRAMMING: LESSON-QUEST
The article discusses the problems of using gaming technologies in educational process. The example of the lesson-quest for students of the specialty “Programming in computer systems” is given.
Keywords: quest, game, gaming technologies, gamification, programming, C++, Java.
Sorokina T. E.
USING THE GRAPHIC LIBRARY TURTLE GRAPHICS OF PYTHON FOR A SMOOTH TRANSITION FROM BLOCK PROGRAMMING TO TEXT PROGRAMMING
The article presents the author’s method of early learning programming using the Turtle Graphics library, which is aimed at students of the sixth grade. The method is implemented in the program module “The beginnings of programming from Scratch to Python via Pyturtle”.
Keywords: Turtle Graphics, Scratch, programming, Python.
Efimova E. V., Belotserkovskaya I. E., Vtyurin M. Yu.
METHODICS OF SOLVING LOGICAL TASKS USING GAME TECHNOLOGY “INFORMATION LOTO”
The article describes methods of solving logical tasks studied in the school course of informatics. Particular attention is paid to the game method for solving the Einstein problem, the solution of this problem is described with a detailed description of the form of work at the lesson.
Keywords: logical tasks, Einstein task, group form of training, informatics lesson.
Pyanzina I. N.
PROGRAMMING WITH MIT APP INVENTOR 2
The article identifies the problems that teachers and students face when studying the theme “Algorithmization and programming”. One way to solve the problems is using the programming environment of MIT App Inventor 2. The example of the student worksheet used to create the application in MIT App Inventor 2 is given.
Keywords: MIT App Inventor, programming, phone.
Kalyaeva N. A.
KNOWLEDGE CONTROL AT THE INFORMATICS LESSONS BY USING TECHNICAL AND SOFTWARE TOOLS
The article describes the possibility of using interactive whiteboard SMART Board and its software, system VOTUM for voting and polling and add-in Mouse Mischief for Microsoft PowerPoint presentations for organization of non-standard control at the informatics lessons.
Keywords: control, informatics lesson, hardware, software, SMART Board, VOTUM, Mouse Mischief.
Shevtsova S. I.
CREATING A DIDACTIC GAME IN MICROSOFT POWERPOINT
The article describes the algorithm for creating didactic game in Microsoft PowerPoint using animations and triggers.
Keywords: PowerPoint, trigger, animation.
Viktorova N. V., Orzhekovskiy P. A.
CREATIVE TASKS AS THE ESSENTIAL CONDITION TO ENCOURAGE KNOWLEDGE AWARENESS IN INFORMATICS
The article looks into the nature of creative tasks, the specifics of managing a creative process at informatics lessons and the way they encourage a learner’s knowledge awareness.
Keywords: knowledge awareness, creative task, creative process, informatics.
ИНФОРМАТИКА И ИКТ В НАЧАЛЬНОЙ ШКОЛЕ
Ponachugin А. V., Chugrova E. A.
HOW TO SELECT ROBOTIC KIT FOR PRIMARY SCHOOL
An overview of the robotics kits for primary school and comparative analysis of the kits according to the selected criteria are given in the article.
Keywords: educational robotics, LEGO Education, HUNA, Robotrack, Arduino, primary school.
Mironova V. V.
WORKING IN PAIRS IN ROBOTICS CLASSES
The article deals with the problem of choosing the most effective forms of work with students of primary school in robotics classes. The experience of working in pairs at different stages of training in robotics in extracurricular activities is presented.
Keywords: educational robotics, work in pairs, project activity.
ИНФОРМАТИКА ГЛАЗАМИ ШКОЛЬНИКА
Ochkov V. F.
CATENARY: PHYSICS + MATHEMATICS + INFORMATICS
The article describes school laboratory work in the context of interdisciplinary links at the junction of informatics, mathematics and physics: the study of the sagging of the free chain and loaded chain, and also the modeling of a cableway.
Keywords: sagging chain, parabola, Mathcad, solution of algebraic equations, catenary, cableway, animation.