КОНКУРС ИНФО-2018
The article discusses the implementation of a system-activity approach in informatics lessons. An example of a knowledge systematization lesson is given. In the description of the lesson-game, the activity and content goals of the lesson are traced; each task is analyzed from the point of view of the subject content, the formation of metasubject results of mastering the basic educational program of basic general education.
The article presents the results of the project work of the team of authors to create a quest for technology/informatics. During the quest students, engaging in interaction and playing, get acquainted with innovative equipment. This is a consecutive (linear) quest: after completing one task, the students receive the next one, and so on until they have completed all the tasks. Doing the tasks students get acquainted with the 3D printer, laser engraving machine, robot, QR coding technology and other technologies and equipment. The principles and features of the development of quests are described in the article. Methods of organizing the quest and the developed programs and resources will be interesting and useful to teachers of informatics and technology, methodologists, specialists of additional education.
The Federal State Educational Standards of general education defines the system-activity approach as the main approach to the formation of the universal educational actions. The article presents the experience of implementing the FSES using the most effective method — the project activity. Projects are considered, each of which involves the use of a whole complex of software tools: Microsoft Publisher, Microsoft PowerPoint, PascalABC.net, KuMir, HTML language, which is especially important when organizing training in the information technology lyceum.
The article presents the guidelines for the development of space-spatial and creative thinking of younger students through solid modeling in the Autodesk Tinkercad program. All the results of the work of schoolchildren can be materialized and have practical value due to the real application in life.
УРОКИ ИНФОРМАТИКИ
The article presents a lesson-quest to summarize the knowledge on the theme “Basics of algorithmization”, built on the basis of the use of interactive tasks. The information educational environment for student group work is a Google site with an interactive map of Thinglink, containing tasks for summarizing. Access to tasks is carried out via a hyperlink or using QR codes.
TEACHING PRACTICES
The article describes the technology of developing and conducting geo games aimed at developing teenagers’ digital competence and consciousness of civic identity. Recommendations for creating and conducting an educational quest are presented. Step-by-step work with the Google Maps service is described. The results of the project are analyzed.
ЗАДАЧИ
The article discusses the methods and features of modeling random events. On this basis, the possibility of building simulation models and simulation experiments in a spreadsheet environment is shown. In the presented tasks, the characteristics of random events are considered: probability, frequency, probability distribution. The publication reflects the author’s personal experience of teaching the courses “Computer simulation”, “Modeling of processes and systems” in South Ural State University of Humanities and Education, as well as experience as an informatics teacher.
ИНФОРМАТИКА И ИКТ В НАЧАЛЬНОЙ ШКОЛЕ
The article describes the main characteristics, stages and the result of using the new group work format — hackathon on informatics for early learning programming in the form of a game. For the teacher, both the ideas on the organization of hackathons for younger students and their implementation are of interest. The result of the winner of the hackathon, i.e. the game developed, is fully provided for use in the work.
The article analyzes the need for the development of technical skills and algorithmic literacy starting from preschool age. Considerable attention is paid to the popularization of educational robotics for children of senior preschool age, the formation of their primary ideas about technology, its properties, and its purpose in human life. The program "School of Young Engineers" is proposed. The focus of the program is to develop technical creativity of children of senior preschool age by means of robotics. The main idea of the program is to wide and deep the content of the educational activities of preschoolers using LEGO.