About the system of games in teaching high school students algorithms and mathematical structures

2021 ◽  
Vol 1 (8) ◽  
pp. 18-24
Author(s):  
A. V. Baboshina ◽  
P. A. Kornilov

The article considers the issue of increasing the motivation of students to study computer science and mathematics by introducing gamifcation elements into the educational process. Special attention is paid to the possibility of introducing computer games into the educational process as part of extracurricular activities in computer science. A brief overview of the training software environment developed by the authors is given, containing a set of paired fnite mathematical games ("Determinant", "24 cards", "Even", "The Bachet's game", "The Bergson's matches", "The Kayles' game", "Nim"). The authors indicate the possibility of using the developed system of games to prepare students for the state fnal certifcation in computer science in the 11th grade. The main approaches to solving the games listed above, as well as their applications for determining the winning strategies of some other games, are considered. In conclusion, the rationale for the expediency of using the developed educational software environment is given.

2020 ◽  
pp. 24-33
Author(s):  
K. V. Rozov

The article presents the structure, content and results of approbation of the C++ programming course developed for the 10th grade students of physics and mathematics profile and implemented as part of the academic subject “Informatics”. The aim of the course is to develop in the student not only knowledge and skills in programming, but also his algorithmic culture and programming culture as important qualities of a potential IT-specialist. This is facilitated by special control of educational process by the teacher, which consists in monitoring the activities of students in writing programs and timely correction of this activity. The assessment of the level of development of student algorithmic culture and programming culture relative to the basic level of their formation (when mastering the basics of algorithmization and programming in the 9th grade) was carried out on the basis of a number of criteria presented in the article. The results of approbation showed that the specially organized teacher activity makes it possible to increase the level of algorithmic culture and programming culture of high school students when studying the basics of programming in C++.


Author(s):  
I. Klymenko

The article is devoted to the study of psychological factors that can influence upon personal motivation and readiness for charity of adolescent. The findings can help to increase the effectiveness of programs that involve young people in charity and identify the most effective methods to form prosocial behavior of young people aimed at helping and supporting others in the long run. The purpose of the article is to investigate the influence of personal, pedagogical and socio-psychological factors on the formation of young people's readiness for charitable activity. The author analyzed the potential positive consequences of prosocial activity for adolescents, identified the main motives of charity and the specific motivation of high school students, summarized information about the factors and mechanisms of involvement and formation of charitable readiness. Analysis of the data obtained in the empirical study of adolescents from two schools with different pedagogical environment and different levels of organization of school prosocial activity, allowed to identify a number of patterns that indicate the dominant factors in the formation of adolescents readiness for charity. We have found that altruism, empathy and the dominance of values of universalism, goodness and conformity are significant personal characteristics that determine the readiness for charitable activity. Significant personal factors are polymotivation (the combination of personal and social motives for charitable activities), a high level of involvement in such activities and the availability of certain experiences. We have found that the most important environments for development of charity readiness are the family and the school. The immediate environment (project team) and the authority of the mentor, the possibility of self-realization, the reach of the result, the opportunity to receive positive emotions, the level of responsibility play a significant role in increasing the level of involvement in school projects and programs. In a school where teachers attach great importance to the prosocial activity of students in the educational process, the impact of the school environment becomes major. It determines the readiness for further charity both with the family and as a part of extracurricular activities.


Author(s):  
Daryna Kondor ◽  
Nataliia Yurchenko

The relevance of the chosen research topic is to highlight the issue related to the formation of algorithmic thinking in primary school students in computer science lessons. The aim of the article is to identify the role of computer science and mathematics in the formation of algorithmic thinking style. To achieve this goal, the following methods were used: analysis, comparison, observation, synthesis. Statistical data processing was also used. The article states that the basis for algorithmic thinking is the formation of mathematical competence of junior high school students. In computer science lessons, students apply the acquired knowledge of mathematics by practical methods. Therefore, the appropriate level of students’ knowledge of mathematics is important. The article presents a table of success levels in mathematics and computer science for third and fourth graders of one of the primary schools in Uzhhorod. The level of success in studying mathematics was compared with the level of success in studying computer science by third-graders and similarly by fourth-graders. When comparing the two empirical distributions, we used the two-sample Kolmogorov-Smirnov agreement criterion. We have shown that the selected general populations are stochastically equivalent. Comparing the results of educational achievements in computer science and mathematics of students of 3rd and 4th grades, we came to the conclusion that the formation of mathematical competence helps in solving problems in computer science lessons that require logical thinking and algorithmic skills. We believe that more attention should be paid to the study of the basics of programming in school, the development of logical and algorithmic thinking in mathematics and computer science, as well as in elective classes.


2016 ◽  
Vol 1 (2) ◽  
Author(s):  
Ahmet CAKIR

This article presents the results of a quantitative and qualitative research on the attitudes of students and beliefs of teachers about educational software prepared for mathematics lessons. It will be helpful for high school mathematics teachers as well as for researchers in the field of teaching mathematics. The aim of the article is to investigate the beliefs and attitudes of high school students and mathematics teachers about some educational software, including “Zambak Interactive Form” that is prepared for mathematics lessons. In the article, the following questions are answered: “What are the criteria for selecting or preparing an educational software for mathematics lessons?”, “How are the attitudes of high school students about the educational software for mathematics lesson?” and “What are the beliefs and attitudes of mathematics teachers about the educational software and Zambak Interactive Form?” For the research part of the article, two questionnaires were developed by the researcher; one for high school students and another for mathematics teachers from 9 countries. Student’s questionnaire searches the attitudes of students towards educational software. Teacher’s questionnaire searches the beliefs of mathematics teachers about educational devices and software. It was found that the use of appropriate software and technological devices in education have a positive effect on the attitude of students in mathematics lessons. The administrators need to support their teachers to find or prepare effective software for their schools. Also, majority of the teachers are aware of the importance of using appropriate educational software.


2021 ◽  
pp. 49-54
Author(s):  
E. V. Karmanova ◽  
O. V. Bezborodova

The article is devoted to the issues of teaching high school students CSS animation (Cascading Style Sheets) in the framework of extracurricular activities using the gamification method. The current problems of teaching web programming at school are considered, its main components are highlighted: HTML page layout, programming on the client and server sides. The analysis of existing services and online games for teaching web layout is presented. As a result of the analysis of the traffic of the studied services, an increased interest of Internet users in web simulators, implemented using the principles of gamification, was revealed. However, today there are a limited number of such services, in addition, many topics of web programming and layout are still unrealized with the help of such web simulators.The article describes a completed project of developing a web simulator for teaching the basic properties of CSS animation. When designing a web simulator, the requirements for the implementation of game mechanics and dynamics were considered, which will make it possible to organize the educational process in a dynamic, exciting and visual way. The article describes the key features of the web simulator, its functional requirements, provides a rationale for the choice of topics and design of the web simulator, and considers the algorithm of its operation. The topics that are studied as a result of passing tasks in the web simulator are listed. The risks associated with the implementation of the web simulator in the educational process are described.The authors carried out an experiment on the basis of an additional education institution "KiberOne Programming School" among 10th grade students, the results of the experiment showed the effectiveness of using the developed web simulator in teaching CSS animation.


2021 ◽  
Vol 4 (1) ◽  
Author(s):  
Gabriela Chotova ◽  
◽  
◽  

Raising the level of digital education is one of the main challenges facing the education system now and in the future. The use of modern technical means in the learning process is an important prerequisite for achieving this ambitious goal. However, this must go hand in hand with the introduction of new scientific methods and teaching approaches. This article presents different approaches which the author has applied in her practice with high school students. It proves the benefit of their implementation in the educational process.


Author(s):  
Oksana Braslavska ◽  
Maiia Haluzinska ◽  
Anhelina Urvant

The article reveals the topical issue of forming creative activity of students. The aim of the work is to draw the attention of the pedagogical community to such an issue as the framing of learning, which involves a variety of forms and methods of organizing the educational process by means of updating the self-correction of students' knowledge. It is established that the formation of creative activity of high school students by means of framing should be carried out on the basis of personal orientation, competence approach. In addition to the general characteristics, the specifics of creating frames with slots are revealed. The research is based on scientific works, which reveals the formation of creative activity of the younger generation in the process of learning and education, didactic foundations of these processes. The main results of the work determine the modern conditions in which the theoretically substantiated process of framing learning works in order to form the creative activity of students. We pay attention to the fact that the creative activity of high school students is most successfully manifested during their homework, self-correction of knowledge in the classroom, during extracurricular activities. Thus, the foundation for the formation of creative activity of high school students is, first of all, the level of formation of elementary cognitive processes and creativity of thinking received by them. Having these prerequisites, the teacher directs the student to cognition, perception, assimilation of information; forms the ability to cooperate and the ability to orient and self-regulate, independence, freedom of thought. Keywords: learning framing, slots, creative activity of the student, self-correction, creativity, self-assessment, tasks, actualization of knowledge.


Author(s):  
Remus Pozinarea ◽  
◽  
Viorica Calugher ◽  

The issue of education acquires new connotations in contemporary society, given by unprecedented changes in all areas of social life. The emphasis shifts from the informative to the formative. Education transcends the boundaries of the school curriculum and tends towards lifelong learning. A unitary curriculum can no longer respond to human diversity alone, and the goal of lifelong learning tends to become an indisputable reality. Thus, without denying the importance of curricular education, it becomes increasingly obvious that extracurricular education, i.e. that achieved beyond the educational process, has its role and place well established in shaping the personality of young people. Sociological research, conducted in four colleges in Bacau, Romania (National College "Vasile Alecsandri", Technical College of Communications "Nicolae Vasilescu-Karpen", National College "Ferdinand" and National College "Gheorghe Vrănceanu") during September - October 2020 on a sample of 210 people (130 high school students, 80 parents), aimed to identify the opinions of students and their parents on the main aspects of extracurricular activity: the degree of involvement of students in extracurricular activities; the level of partnership relationship of the school with the family in carrying out extracurricular activities; types of extracurricular activities; the ways of organizing them; the level of motivation to participate in extracurricular activities.


10.29007/nl7c ◽  
2020 ◽  
Author(s):  
Arturo Miguel de Priego

This paper presents an ongoing work to involve Peruvian high school students in scientific research, engineering design, and mathematical modeling. It describes extracurricular workshops and classroom sessions to discover natural laws and solve real problems in local communities. The emphasis is on teaching and learning electrical engineering and computer science with an integrated approach to science, technology, engineering, and mathematics. The paper also introduces a project- based and inquiry-based curriculum for high school, and GRISEL, a tool for virtual experiments with electronic design and computer programming.


2017 ◽  
Vol 49 (2) ◽  
pp. 314-330
Author(s):  
Jelena Pesic ◽  
Marina Videnovic

In this paper, we explore high school students? intrapersonal experiences regarding their leisure activities, and whether it is justified, on the basis of their perception, to make a distinction between active and passive leisure. The data were collected by 24-hour time diary method (description of experiences regarding the stated activities) and the thematic content analysis method was applied. The comments embedded in students? descriptions (unit of analysis) were classified into four categories: aims/importance of activities, mental effort, motivational value and experience of engagement. The sample of 922 high school students was structured by the region, age (I-IV grade) and type of school (grammar and vocational schools). As expected, extracurricular activities and hobbies are significantly more often described as mentally demanding and important for the development of competencies and identity, compared to passive leisure activities - watching entertainment shows and movies, reading for pleasure, listening to music and playing computer games. For these latter activities, there are significantly more positive comments on their motivational value. There is no significant difference regarding the experience of engagement, partly because of the unexpectedly large number of positive comments on watching entertainment shows and movies. The implications of these findings are discussed from the perspective of positive youth development.


Sign in / Sign up

Export Citation Format

Share Document