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Informatics in school

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No 3 (2024)
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CONTESTS

5-14 68
Abstract

The article presents an approach to studying recursive functions at an in-depth level of studying informatics course in grades 10–11 using the example of functions for calculating factorial and generalized Fibonacci functions of various orders. Being the object of study in the research work considered in the article, these functions provide average experimental runtime data, which are further visualized, analyzed and approximated. In the process of such analysis, theoretical estimates of computational complexity are compared with the obtained experimental data on the execution time of recursive functions depending on the variable arguments. Examples of 2D visualization of the execution time of the factorial calculation function using the Python programming language and 3D visualization of the execution time of generalized Fibonacci functions of various orders in a spreadsheet editor are shown. Developed STEM competencies, studied theories, methods, principles and concepts in science, technology, engineering and mathematics are highlighted. The objects of scientific novelty in this work are: demonstration of the nonlinear computational complexity of the recursive algorithm for calculating the factorial in Python with large arguments and identifying the reasons for this behavior of this algorithm, based on a counterexample; writing a recursive generalized function for calculating the numbers of Fibonacci series with different orders as an example of the implementation of the DRY principle; proposed approaches to in-depth study of recursion and acquaintance of students with the theory of computational complexity.

33-40 90
Abstract

The article discusses the concept of an educational research, provides the stages of the research: preparation for conducting an educational research; conducting an educational research; analysis of the conducted research; presentation and defense of the research results. The necessity of conducting an educational research "Creating an effective presentation. Who will "win": a neural network or a  human?" is justified. At the stage of preparation for conducting an educational research, students receive a practice-oriented case with a task from a teacher on the above-mentioned topic, formulate the purpose and objectives of the research, the hypothesis of the research, the object and subject of the research, identify the methods necessary for conducting the research. At the stage of conducting an educational research, students begin to implement part of the tasks assigned to them, create a presentation on the chosen topic using Microsoft PowerPoint, get acquainted with the capabilities of the Gamma.app neural network, compile a report on creating a presentation using a neural network, create a presentation using the Gamma.app neural network. The article provides an example of an educational research — creating presentations in two ways: using the Microsoft PowerPoint program and using the Gamma.app neural network on the topic "The amazing world of space". At the stage of analyzing the conducted research, students determine criteria for comparing presentations made in different ways; invite classmates, parents, and teachers to take a survey to evaluate presentations according to selected criteria, conduct quantitative processing of all responses received, build a diagram in order to visualize the best way to create an effective presentation. At the stage of presenting and defending the results of the research, students present the results of the research, voice the answer to the question of who "won" in the confrontation to create an effective presentation on their chosen topic.

41-51 107
Abstract

Project learning has an excellent relation with technical design. Prototype geometry usually enables to make realization as CAD 3D models. It's a extremely useful for didactic purposes itself. In addition parametric relations for parts and assemblies enable shape and size variations of designed models. CAD animation tools has a significant entertaining role in project activity giving ability to change model parameters in time. Abstract mathematical skills enable to organize concerted motion of parts and assemblies by analytical expressions in specific applying task. Of great importance for the development of students' engineering and design skills is also formulation of tasks by students themselves after making a typical project under a tutor control.

52-59 90
Abstract

Based on the theoretical analysis, the article concludes that: 1) classification is the most productive method that provides many school subjects with a basis for further study; 2) classification is a significant logical operation, and mastering this operation is a very useful skill for students. The problem is stated that students mostly study ready-made classifications, but they rarely have to deal with classification. In the context of the formation of meta-subject learning outcomes, it is proposed to conduct a lesson on safety in a computer classroom as a process of classifying potential threats to students and rules for eliminating these threats. A useful didactic tool will be a program for building mindmaps. It will allow you to increase the amount of stored information by organizing it. The material can be effectively used when studying the theme "Safety in the computer classroom" in a school informatics course.

TEACHING PRACTICES

72-80 83
Abstract

The article considers the problem of preparing schoolchildren for participation in project activities in the field of robotics. It describes the current situation, including within the framework of pre-professional training programs for schoolchildren. It proposes an approach based on involving in work with schoolchildren not only experienced teachers, but also schoolchildren who have achieved success in robotics Olympiads and competitions. It describes the structure and features of the implementation of the trial course "Project Activity. Robotics and Microelectronics", in particular, the experience of teaching Moscow schoolchildren — participants of the "IT Class in a Moscow School" program at the Moscow State Pedagogical University (Institute of Mathematics and Informatics) with the involvement of schoolchildren — winners of thematic Olympiads as mentors. The results of a survey of schoolchildren are presented, which showed that the proposed ideas can increase student satisfaction with project activity courses implemented at universities, as well as reduce the number of problems associated with the interaction between mentors and students. The results of the pilot implementation of the proposed approach are presented, including the fact that it requires further testing and research. A thesis is put forward about the prospects of involving successful school students — Olympiad winners in the development of the system of pre-professional training of schoolchildren.

СРЕДСТВА ИКТ В УЧЕБНОМ ПРОЦЕССЕ

81-86 222
Abstract

The article discusses the use of AR and VR technologies in teaching geometry at school and examines the effectiveness of their use. The advantages and disadvantages of each technology are indicated. The main approaches to the use of AR and VR technologies in teaching geometry are presented, examples of using these approaches are given. Methodological aspects of using technologies in teaching are considered in the context of creating immersive environments, interactive and 3D models of geometric figures and spatial structures. The result of experimental work on testing the use of augmented reality in the learning process at school is described. The results of the study confirm the effectiveness of using AR and VR technologies in teaching geometry, which is expressed in an increase in the interest and motivation of students in this subject.



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ISSN 2221-1993 (Print)