ОБЩИЕ ВОПРОСЫ
The article presents changed approaches to control and assessment activities in accordance with the requirements of the updated Federal State Educational Standard of Basic General Education. The structure of the system for assessing the educational achievements of students is presented, the main components of which are internal and external assessment procedures that cooperate with each other. A comparison was made of the subject results of informatics training as objects of assessment at the basic and advanced levels of basic general education. The existing approaches to assessment and the possibility of their use at various stages of educational activities in intra-school control are considered. The types and forms of assessment of subject results at different stages of educational activity are presented. Using specific examples of tasks, criteria, generalized plans for final control works, the difference in assessment materials for basic and advanced levels of informatics study is demonstrated.
УРОКИ ИНФОРМАТИКИ
The article discusses an example of a lesson on the theme "Developing a website in HTML" using gamification elements. Gamification elements such as points, symbols, ranking tables, events, incentives (awards) are highlighted. An example of the use of the domestic online service Picnote at the organizational stage and the stage of reflection is given. This service allows you to record and subsequently analyze the emotional state of students and their mood for the lesson. The division into teams occurs using the online service "Wheel of Fortune"; the article discusses the technology for using this service. At the stage of updating knowledge, game moments in the lesson are created using a digital tool such as the Joyteka platform. The article substantiates the advantages of using the Joyteka platform in the educational process. The lesson includes two games: "Terms" and "Quest", developed by the teacher for this lesson on the Joyteka platform. Examples of coupons to encourage students in class are provided. The article demonstrates a step-by-step walkthrough of the quest room with example tasks and answers. At the stage of generalization and systematization, students are invited to feel like developers and create a website for a company engaged in space tourism. Additional materials have been developed for the lesson.
TEACHING PRACTICES
Neural networks in education are a promising direction for encreasing the level of teaching and improving the quality of learning. Neural networks can be used for various types of learning, from teaching to creating personalized learning materials for individual students. The article describes the prospects and possibilities of using neural networks in the work of an informatics teacher, provides examples of queries to the neural network and options for their execution by the neural network, and analyzes the responses issued by the neural network to queries. Methodological ideas for using a neural network will be useful to informatics teachers when preparing for informatics lessons, extracurricular activities and competitions. The use of neural networks by teachers in their activities will allow the teacher to save time when preparing for a lesson, use a creative approach when planning lessons, diversify the teacher's teaching materials and will contribute to the formation of the ability to use information technology to solve teaching problems.
In recent years, robotics has become increasingly popular in education. Learning the basics of robot control not only increases students' interest in informatics, but also allows them to form programming skills, develop logical thinking and digital literacy. Within the framework of the federal project "Modern School" of the national project "Education", the sites of pedagogical technoparks "Quantorium" are being formed in pedagogical universities. The material and technical base of the pedagogical "Quantorium" allows not only to prepare future teachers to include elements of robotics in the educational practice of the school, but also to organize classes for schoolchildren. The article describes the experience of conducting a class by students of the Yaroslavl State Pedagogical University named after K. D. Ushinsky dedicated to introducing schoolchildren of Yaroslavl schools to the DJI RoboMaster robot. DJI RoboMaster robot control allows students to realize the essence of the concepts of "formal performer", "algorithm", "program", "command system" in one lesson.
The development of communicative universal learning actions in students is an urgent task of education in secondary school. An important conditions for the development of communicative universal learning actions are the creation of situations of educational cooperation and the organization of teamwork. The academic subject "Informatics" and the theme "Processing of graphical information" make it possible to create conditions for organizing team work among students. In the process of studying the topic, it is possible to organize teamwork of schoolchildren to search and present information, create a set of visual materials on various themes, work in cloud services with the same graphic file, distribute and solve problems when creating comics, etc. The article suggests methodological recommendations for organizing teamwork when teaching the theme "The processing of graphic information" to seventh grade students. Recommendations include setting tasks, justifying the forms and methods of teamwork, determining the type and scope of work, describing the optimal composition of participants, the necessary resources, and a system for evaluating the results obtained. It is concluded that it is advisable to systematically or with some frequency use the organization of teamwork when schoolchildren study other topics in the subject "Informatics".
The article discusses the rules and features of conducting one of the mathematical games – the game "Leapfrog" at extracurricular activities. The author presents his experience of conducting games of this type with different age categories of students, analyzes the results, offers a certain set of tasks in which there are both borrowed and own tasks. The article also discusses some nuances of the strategy for the participants of the game, provides examples of calculating the rating of participants' decisions, outlines considerations that are useful to consider when compiling a set of tasks for the game. The author organized games of this type both in mathematics and computer science. In fact, it is possible to conduct this game on any subject. At the same time, tasks should be formulated in such a way that there are many solutions, for example: "Bring as many substances as possible with the property ...", "Come up with the shortest word in which ...", etc. In the future, solutions are ranked by quality and authors of better solutions are awarded more points. The specifics of the game is that the current position of the participants is displayed on a numerical line using chips. When moving, the chips jump over each other (hence the name of the game), which allows you to overtake rivals not only due to the quality of problem solving, but also with the help of tactical considerations. This gives the game an unusually emotional coloring.
ЗАДАЧИ
The article describes aspects of the methodology for teaching programming through the compilation of algorithms and programs for information processes that are in demand in the modern world of information technology. For example, programming the process of user authorization in the system using login and password, creating a group chat, a text bot that supports conversation — all these tasks are perceived by students as familiar. As a result, students' motivation and interest in learning programming increases and they are willing to solve these problems, mastering the basic algorithmic constructs of the Python programming language. This approach helps to better understand the work of a programmer in creating and developing programs, contributes to the development of functional literacy of students, as well as effective interaction between teachers and the younger generation in modern conditions of informatization and digitalization.
СРЕДСТВА ИКТ В УЧЕБНОМ ПРОЦЕССЕ
The article provides a way to optimize an enumeration process in the Python programming language while solving crypto-arithmetic (enumerative) tasks where two multi-digit numbers add to each other in a column. It is noted that there are two directions in fulfilling enumeration problems which suggest being optimized by combinatorial (algebraic) and programming methods. Moreover, it has been found out that it is impractical to express algebraic optimization methods directly in program codes, since programming languages have their own possibilities for optimizing search procedures.
Therefore, the process of learning how to optimize search while fulfilling enumerative tasks should be carried out in two stages. Combinatorial methods are the best means of forming students’ logical mindsets and algorithmic skills. That is the reason why these methods should necessarily be included in the informatics course at the level of general secondary education. Then, at the advanced stage of training, or at the level of secondary general education, it is useful for students to move to the programming direction mastering high-level programming languages.
The optimizing strategy of solving crypto-arithmetic problems described in the article, and its implementation in the Python language involves omitting conventional cyclic structures, as well as widely known methods of processing character data. When compiling a computer program "слова.py", the authors applied the join method and the permutations function of the itertools module from the Python standard library. This choice has greatly simplified the recording of the program codes and reduced the time it took to search for the solution.
ИНФОРМАТИКА И ИКТ В НАЧАЛЬНОЙ ШКОЛЕ
The article describes the possibilities of using the format of engineering games in the process of polytechnic education of junior schoolchildren. Engineering games are a team game at stations, at each of which children perform tasks aimed at developing graphomotor and drawing skills; spatial representations; ability to work with various materials and designers; ability to create structures according to a sample, technical drawing, diagram, drawing, condition. topic; the ability to supplement, transform a model according to given conditions, etc. Tasks can be performed either individually or by a group (team). The article provides examples of engineering games tasks that are used in their work by the Research Laboratory of Engineering and Polytechnic Education "CONSTRUCTORiUM" of Omsk State Pedagogical University.