TEACHING PRACTICES
The article describes modern motivational schemes aimed at the initiation, formation and development of learning and cognitive motivation of students. The schemes were developed using elements of gamification based on mobile technologies, which made it possible to increase the overall involvement of students in the search for solutions to the problems posed. The didactic potential of the games-сhallenges is considered. The structure of the challenge "Explanation", and stages of a QR-quest are presented. The model is concretized by educational products and student feedback, successfully tested.
The article discusses the effective mechanisms of interaction between the coach and the team in preparing for robotic competitions. The theoretical aspects of such interaction are analyzed, a specific example of the preparation of the winning team to one of the robotic competitions and the interaction of the author of this article as a coach with a co-author — the team captain is given.
The technology of the information battle is a two-stage activity in the formation of the students’ research and communication skills, as well as the ability to independently study the proposed topic and present it to the others. It optimizes the educational process, changes not only the student’s learning activity, but also the teacher’s position, makes it possible to individualize learning, improve the efficiency of the pedagogical process, ensuring the quality of specialist training at a competitive level. An option is given to use technology in a class on #СТОПВИЧСПИД.
The article discusses the possibility of implementing modern educational tasks using a synergistic approach to the teaching of informatics. Lessons are presented within the framework of a research project using synergy ideas.
The article discusses the general characteristics of the concept of “media information literacy” and its components. The content of the methodological developments aimed at the formation of various components of media information literacy is analyzed, the possibility of their inclusion in the programs of classwork and extracurricular activities in informatics and mathematics is discussed. The results of the extracurricular activities aimed at the formation of one of the components of media information literacy — security in the information and media environment are presented.
The article discusses the psychological and pedagogical problems of using computer games in school education. Graphic and animation capabilities of visual programming language Scratch, as well as computer games for educational purposes as a means of increasing cognitive interest and educational motivation of students to study informatics and mathematics are demonstrated.
The article discusses the practical possibilities of using an interactive map in educational process at history lessons. For the formation of historical knowledge of students, network services were analyzed (Google Maps, Yandex.Maps, MAPS.ME, Click2Map, ZeeMaps). The services have many tools to create an individual interactive map. An interactive map is a means of implementing a system activity approach, it gives tools to present information at history lessons visually and interestingly.
УРОКИ ИНФОРМАТИКИ
The use of information technologies in professional activities for most people is an objective necessity. The task of an informatics teacher is to create conditions for students to master various technologies of creation and transformation of information objects, including the use of Microsoft Excel. The article proposes a project of the lesson on the theme “Processing a big data set using a “smart” table” according the system activity approach.