КОНКУРС ИНФО-2020
An urgent problem of our time is the social order of business for the country's education system for high-quality pre-professional training of graduates in the field of industrial technologies at various levels of education. At the same time, the information society integrates digital technologies into all spheres of its existence, including education, in order to intensify processes. Accelerating education quality improvement is achieved through the use of digital tools in the transfer of best learning practices. The article considers one of the possible ways to organize training according to a unified innovative program simultaneously in several general education institutions. On the basis of the Basic General Education Program in informatics and technology, an original general education program in informatics for students of 8–11th grades and technology for students of 8th grade has been developed.
The article discusses the possibility of preparing schoolchildren for the study of the basics of engineering in the framework of training in the section "Algorithmization and programming" of the informatics course based on the Arduino platform. Such training can be organized by including in the material under study practical work on the creation of electronic controlled devices: a weather station, a "smart" night light, a traffic light, a music box, etc. A simple assembly system allows using the Arduino kit for 40-minute lessons: 10 to 20 minutes depending on the complexity of the project. Also, in the classroom, it is proposed to use Tinkercad, a free 3D modeling program that allows you to assemble an electronic device online, write a code, test it, make sure it works, and download a sketch code for further use. The article presents a methodology for carrying out work in the 10th grade to create a "music box" device in Arduino. The purpose of this work is to generalize and systematize the topic "One-dimensional arrays of integers". The practical part of the lesson involves working with light, sound, control, and rotation of the figure. Thus, the concept of "array", algorithmic structures "loop" and "branching" are repeated. This work can also be carried out as an extracurricular event, for example, within the framework of a subject week.
The article describes the experience of developing a metasubject lesson on the theme "Number systems", indicating all stages of the lesson, as well as the universal educational actions formed in the classroom and the achieved subject learning outcomes. The content of the lesson is selected in such a way that, after going through the preparation for a numerical attack and three attacks during the lesson, students will be able to consolidate subject competencies and continue to form metasubject ones. The proposed content of the informatics lesson on the theme "Number systems" is integrated with the content of the course on the history of Russia, namely, with the study of the facts of the Great Patriotic War. The lesson is planned so that after its completion, students will have the opportunity to independently develop their competencies on the theme "Number systems" at home, having passed the numerical attacks of other variants, and also learn more about the heroism of soldiers during the Great Patriotic War through watching movies and reading books about the War recommended by the teacher.
TEACHING PRACTICES
Now no one doubts the need to build a distance learning support system in an educational organization. The article points out the problems of using distance educational technologies in the implementation of family education, associated with the technical equipment of families, methodological support for learning, as well as the availability of educational resources, such as teachers, curators, psychologists. The experience of the stage-by-stage construction of a system of interaction between specialists involved in the educational process, as well as interaction between specialists of pedagogical university, school personnel and a family with children of different ages is considered. Based on the conditions listed above, mandatory adaptation and optimization of distance learning in conditions of family isolation is required, taking into account each presented age of children, as well as the level of training of parents.
The article reveals the concept of "virtual world", gives a classification of virtual worlds, describes the use of these worlds in human life. The article considers the importance of using virtual worlds in modern education, the possibility of using gamification with the use of didactic computer games in teaching basic school students, methods of teaching basic school students programming using virtual worlds and robotic constructors. The requirements for interactive learning virtual worlds are described. The use for teaching algorithms of such environments as Minecraft: Education Edition; RobotC programming environment used for programming VEX robotic constructors; LEGO Digital Designer is considered. In face-to-face learning, virtual worlds complement traditional teaching technologies and improve the perception of theoretical material. In distance learning, virtual worlds can replace an entire laboratory and provide learners with a hands-on experience without actually doing an experiment. In addition, students can study on their own, which also facilitates the learning process.
The article discusses the capabilities of the Minecraft: Education Edition (Minecraft EDU) platform, built on the ideas of gamification, to motivate schoolchildren to study informatics. It describes how to work with the platform (creating an account, importing worlds, creating programs); basic concepts associated with the platform; approximate planning of lessons of the thematic section "Algorithmics" for the sixth grade; general idea of work in the classroom using the platform. The materials of two lessons are presented in detail: the first is focused on acquainting students with Minecraft EDU, the basic rules and tools of this platform; the second is focused on compose linear programs, acquaintance with such concepts of informatics as "algorithm", "executor", "system of commands of the executor". For each of the two lessons, the game world, specially prepared by the teacher, is described in detail. The results obtained by the author when testing these materials are formulated.
ИСТОРИЯ ИНФОРМАТИКИ
The article describes the first in history, according to the author, "practical use of the binary number system". This is an old puzzle, in different languages having different names, first described in the brochure "Théorie du baguenodier..." ("Theory of baguenodier...") published in France in 1872. The diagrams in the brochure show the various puzzle states and binary state numbers. French mathematician Éduard Lucas developed the idea of using the connection of a situation on a diagram that simulates a puzzle with the binary number of the corresponding move to determine the number of moves required to move from any one state of the puzzle to any other. This number is equal to the difference between the decimal equivalents of the binary numbers of the two states. In addition, Lucas pointed out the relationship between the binary numbers of all states of a puzzle with n rings with all possible combinations without repetitions of n objects.