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Informatics in school

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Scientific and practical peer-reviewed journal "Informatics in school"

 

Current issue

No 6 (2025)
View or download the full issue PDF (Russian)

TEACHING PRACTICES

6-14 93
Abstract

In the context of global digitalization of modern society, the need for engineering personnel and IT specialists in the digital economy is growing, as noted in information from Rosstat and the Ministry of Digital Development. These factors also influence the educational policy of the Russian Federation, for example, in matters of nurturing and training future talent. This is particularly important for career guidance work with schoolchildren and graduates in fields such as engineering and IT. These development trends in Russian basic general education require changes to existing educational programs and the regulatory framework for educational institutions, innovative projects and initiatives, and the involvement of Russia's technology leaders in career guidance. One example of such initiatives is the "Data Lesson" educational project from the autonomous non-profit organization "Digital Economy" and its partners, which provides students and teachers with the opportunity to learn about the work of leading Russian technology companies, such as Yandex, Kaspersky Lab, 1C, Rosatom, VK, the Contribution to the Future Foundation, Avito, the Astra Group, and others, on current digital and innovative technologies.

15-22 82
Abstract

The article describes the use of the original digital board game "Information Security Fundamentals" in an informatics lesson. It substantiates the feasibility of using the digital board game as a means of reinforcing knowledge on the theme "Information Security Fundamentals", taking into account the characteristics of Generation Z students and their inclinations toward working with digital technologies. The article describes the game's basic concept, the playing field, the game plot, and the game mechanics, which encourage students to actively reinforce material on key aspects of information security through practical tasks. The tasks presented in the digital board game address such topics as computer viruses and other malware and ways to protect against them; techniques for improving online security; and the basics of personal data protection. The article also provides recommendations for using the digital board game in the classroom, including organizing the playing space and interaction between participants. Teams are divided using the online service "Wheel of Fortune", and the article discusses the technology for using this service. Particular attention is given to the benefits of using games in the educational process, including increased motivation, development of social skills, and opportunities for individual monitoring of student progress. Supplementary materials have been developed for the lesson.

23-31 66
Abstract

The article focuses on the development and implementation of a comprehensive model for control and assessment activities of informatics teachers in the context of basic general education. The model includes task banks for initial diagnostics, ongoing, intermediate, and final assessments. The relevance of using formative assessment as a feedback tool and increasing student motivation is emphasized in the article. Practical examples of tasks adapted for different stages of learning are presented, along with methods for integrating them into the educational process using modern technologies such as the Moodle platform. Special attention is paid to the assessment criteria and their adaptation to the individual needs of students, which allows for a multidimensional assessment and takes into account different levels of material assimilation. The proposed integrative approach corresponds to the updated Federal State Educational Standards for basic general education and promotes the development of independence and the subjective position of students.

32-37 67
Abstract

The article describes the engineering communication strategy game "Fairytale city, dream city", developed by the CONSTRUCTORIUM scientific research laboratory of engineering and polytechnic education at Omsk State Pedagogical University. It provides a general overview of the game, including its target audience, required equipment, task content, implementation procedure, and evaluation criteria. A brief description of the main stages of the game (introduction to the game, solving the design problem, and evaluating the design) is provided. The main challenges encountered by participants during the task are described. A practical implementation of the developed game is presented, involving participants with and without experience in engineering education. The results of the pilot test demonstrated that the engineering communication strategy game "Fairytale city, dream city" is universal, engaging, and can be used as a team-building game, requiring little financial or time investment in preparation and implementation.

СРЕДСТВА ИКТ В УЧЕБНОМ ПРОЦЕССЕ

38-44 71
Abstract

The article examines the use of web page parsing technology for creating educational materials in the educational sector. Parsing allows for the automation of data collection and processing from web resources, significantly simplifying the process of creating teaching materials for teachers and educators. The article describes a developed parsing tool designed for collecting and structuring tasks for preparation for the Unified State Exam (USE). This tool efficiently collects tasks from various web pages, processes them, and stores them in a database, ensuring easy access to the materials and their further use in the educational process. The research results show that the integration of parsing into educational practice contributes to improving the efficiency of educational process management, saving time and resources, and enhancing the quality of education.

45-51 70
Abstract

The article examines the didactic potential of studying the laws of Boolean algebra (properties of logical connectives) in the logic circuit simulator. It describes the role of Boolean algebra in the subject planning of federal work programs in informatics at the basic and advanced levels and in educational literature. The relevance and novelty of the study are substantiated. The examples of both individual logic gates and logical circuits implemented in the logic circuit simulator illustrating the laws of Boolean algebra: double negation, idempotence, De Morgan's laws (De Morgan's theorem), and the associativity of conjunction, are considered. The areas of developing pre-professional competencies are presented. The didactic potential of studying the laws of Boolean algebra in the logic circuit simulator is outlined. The involved intraand interdisciplinary connections are identified. Future research areas include the creation of logical circuits demonstrating the laws of Boolean algebra (properties of logical operations) not discussed in the article.

ОЛИМПИАДЫ ПО ИНФОРМАТИКЕ

52-56 65
Abstract

Today, Olympiad programming is a relevant and actively developing field of informatics education for schoolchildren. However, there are not enough works devoted to the methodological support of students’ preparation for solving Olympiad tasks, including algorithmic programming tasks. The methodological component of the Olympiad movement needs to be developed, and the study presented in the article is one of the steps in this direction: the article proposes the author’s classification of tasks for school level Olimpiads in algorithmic programming. This classification is developed to help teachers successfully carry out the process of preparing students for Olympiads. The proposed classification fully fits the tasks of the final stage of the All-Russian Olympiad of Schoolchildren in Informatics in recent years.

The material of the article may be useful to teachers who are engaged in preparing students for Olympiads in informatics.

ИНФОРМАТИКА И ИКТ В НАЧАЛЬНОЙ ШКОЛЕ

57-65 66
Abstract

The article presents key issues related to the development of educational activities for developing programming skills in primary school students. Hackathons, events that allow children to immerse themselves in the process of creating their own mobile app, are a modern method of motivating learning. The relevance of the study, the results of which are presented in the article, is due to the widespread availability of mobile devices and the need for the early development of digital competencies in children. The study demonstrated the effectiveness of hackathons as an extracurricular activity that promotes an interest in programming and teamwork. The theoretical significance of the study lies in systematizing approaches to the use of hackathons in educational practice and substantiating their methodology in accordance with the requirements of the Federal State Educational Standard. The practical significance is expressed in the development of the structure, content, tasks, and teaching materials for the hackathon, as well as in testing a pilot format and preparing recommendations for the use of this form of extracurricular activity in the educational process. Te article may be useful for informatics teachers, students of pedagogical universities, and anyone interested in developing programming skills in primary school students.

66-73 74
Abstract

The article examines the implementation of CLIL (Content and Language Integrated Learning) elements in informatics teaching in a bilingual education setting. It presents an approach to developing bilingual, game-based digital activities aimed at simultaneously developing subject and language competencies in primary school students. The project's implementation stages are described, including the creation of interactive tasks in PowerPoint, Scratch, and LearningApps, as well as their practical implementation. It is demonstrated that the use of games and multimedia tools increases motivation, develops cognitive and communication skills, and strengthens the bilingual environment in the school. The experimental results confirmed that the developed tasks are accessible to students with different levels of language proficiency and can be adapted to different language pairs and educational contexts.

ЗАДАЧИ

74-88 67
Abstract

The article provides an example of presenting complex material to students, such as creating programs with nested loops and branching within them, in the Pascal or Python programming languages. Compared to other educational materials, pseudographics, on the one hand, provides greater clarity on how programs with nested loops interspersed with branching work, and on the other, instills in students a creative approach to solving complex programming problems. The article also clearly demonstrates through pseudographics the interdisciplinary connections between informatics, mathematics, and technology. Knowledge of algebraic equations for constructing various lines on a plane allows one to create these "lines" in pseudographics, ranging from straight lines and circles, parabolas and hyperbolas, to ovals and sinusoids of various types and sizes. Constructed using pseudographics, these beautiful figures can be displayed not only on the screen but also printed, for example, to create appliqués in technology lessons.

The article will be useful for informatics teachers, students at pedagogical universities, and anyone interested in programming in Pascal and Python.

PUBLISHED IN 2025



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