Computer science for the little ones. Computer science in elementary school

Mathematics is not the only difficult subject at school. Modern school programs significantly saturated and, in addition, more and more experimental classes come into force. What to say about technology?! - Many children get acquainted with the computer while sitting on the potty. Moreover, they are very positive about the development of such knowledge and skills, the main thing is to work out the correct and useful pastime of the child at the monitor.

Why do children need computer science preschool age.

Now to prepare for primary school the child does not have the obligatory task of learning the basics of computer science, and in comparison with the development of his skills in counting, writing and reading, the computer is in the background. However, the basics of computer science can be of great benefit to the baby in his development.

1. Undoubtedly, with the help of a computer, it is easier for a child to develop abstract thinking skills.

2. With a computer, it is easier for a child to learn the basics of actions (the ability to classify, rank, highlight the main thing, compare facts with actions, etc.).

3.Helping your child master computer knowledge, you provide him with more than just admission new information, and along the way you consolidate with him many skills general necessary in any other field of activity.

At home, with the help of computer science, parents can instill in their child the ability to code. practical actions numbers. You probably already got acquainted with this with the help of board games with playing field, cubes and colored chips or a spinning top.

Undoubtedly board games, textbooks, educational toys and other educational materials at hand, perform a huge function in the development and education of the child's personality. However, you should not completely abandon the forward-looking technologies, in particular the computer: video presentation various techniques development , flash games to exclude the superfluous colorful and unusual study of the alphabet and numbers , educational cartoons helping to broaden the horizons of the child, flash coloring, with the help of which the baby will get acquainted with the color and its shades, will become more attentive and focused. All this you can find on our children's portal.

Hyperactive child: what to do?

Even for the most restless baby, you can choose exciting activities that will please and benefit him. Keep track of the time you spend with him at the monitor - your eyes and back should not overwork. Please note that even simple information in the pictures on the screen, children should receive small portions with breaks for rest and switching to another activity.

"INFORMATICS FOR KIDS"

As part of extracurricular activities in 1st grade

(2011-2012 academic year)

Teaching computer science in elementary school is an objective need of the present time, the next step in the development of general education.

In junior school age children learn the basic concepts of computer science more easily and gain practical computer skills. New information technologies in combination with traditional means contribute to the development of the child as a creative person.

The program of the module "Computer Science for Kids" was compiled by me on the basis of the author's programS.N.Tur, T.P.Bokuchava"First steps in the world of computer science"for students in grades 1-4. The program of this module makes it possible to create a base for studying computer science for more high level contributes to the formation of "information literacy".All types practical activities in the program are aimed at mastering various technologies work with information and the computer as a tool for processing information.

In the classroom I use digital educational resources:

- "The World of Informatics" from Cyril and Methodius, 1-2 years of study with a package of pedagogical software "Country "Fantasy";

Workbooks "Computer science in games and tasks" edited by A.V. Goryachev.

The program is designed for 1 year of education for children 7-8 years old. Classes are held once a week for 1 hour, total - 34 hours.

In the first week of September, a free enrollment was held in the group, the composition was permanent (in groups of 12 - 14 people). The program involves the use of computers, which is facilitated by the computer class available at the elementary school.

aim of this program I put:formation of motivational, intellectual and operational readiness of the child to use new information technologies in their activities.

Achievement of the goals is ensured by the solution of the following main tasks :

1. give children an initial understanding of the computer and its areas of application;

2. introduce the basic properties of information, develop the skills and abilities to work with information;

3. develop cognitive processes in children;

4. form competent and safe communication with the computer.

At work I follow the following structures conducting classes:

Stage 1 : introductory part- warm-up in the form of a heuristic conversation on the topic (3-5 minutes);

Stage 2: work with theoretical material using an electronic presentation for the lesson (6-8 minutes);

Stage 3 : performing a physical training minute (1-2 minutes);

Stage 4 : work of students in notebooks, mastering the planned actions from (8-10 min);

Stage 5: performing a set of gymnastic exercises for the eyes and hands (1-2 minutes);

Stage 6: obtaining and consolidating practical skills of work on

computer (8-10 min);

Stage 7: oral summing up on the topic covered (3-5 minutes).

Much attention is paid to the safety rules and rules of conduct in the computer class, which we get acquainted with from the first lesson.

I have selected poems on all the main topics of practical classes, I use them when studying new material or repeating, which “warms up” the interest of children, facilitates understanding. For example:

Topic "First time in a computer class":

In order to be friends with a computer, you need to learn the rules: do not make noise and do not walk, just speak quietly, keep your hands clean, wipe dry, never press a button in it without permission!

Topic "Computer and its main devices":

To control the mouse, you need to roll the ball, you need to gently knock on the desk with your finger! I'll tame this mouse, learn how to roll it! For me, it will open any folder and, whichever I want, run the program there!

In the second quarter, five lessons were devoted to work in the program Graphics editor Paint.The program is aimed at developing creative abilities and imagination.

Children especially like to work in this program, because. children by nature love to draw, and here they are given the opportunity to create drawings in all their diversity, using the tools of this program. At the first lesson, I introduce them to how to work in this program, and then the children try it in practice. First, they learn to create geometric shapes and fill with color, then create simple drawings from geometric shapes, later I try to complicate tasks - inexecution creative task on the topic: "Creating a drawing of a group of objects with a common feature."

At the heart of the study of computer sciencerests on personal experience schoolchild, on his innate and previously acquired ability to see, hear, feel, understand, speak, draw, i.e. perceive, store, transform and transmit information.

Therefore, we started working with information in the first half of the year and continue in the second half of the year, i.e. now.

Information objects- these are texts, drawings, diagrams, tables, photographs, maps, numerical data.

The task of the teacher in the classroom in computer science- to call all these things by their proper names. For example, when we write and draw it means that we present information on some medium.

Ability to work with informationintuitive level- this is natural gift inherent in every person.

Other important side our life - skillconsciously work with information:

purposefully search for it,

presentation (recording) on ​​the media,

storage,

transformation,

broadcast.

The ability to use the information received is also important in order to consciously manage oneself - one's life, educational and production activities.

The main goal for practical exercises- it is to teach children to listen carefully (read) the task and independently complete it.

They must understand that the computer cannot understand and correct their mistakes, they must learn to do it themselves.

About all this children receive while general information , and more detailed acquaintance they will be in the next classes.

Literature:

1. Tur S.N., Bokuchava T.P. Toolkit in Informatics for 1st grade teachers general education schools. - St. Petersburg: BHV-Petersburg, 2009.

2. Duvanov A.A., Basics of informatics. We draw on the computer. A teacher's book. St. Petersburg: BHV-Petersburg, 2007

3. Entertaining tasks in informatics / L.L. Bosova, A.Yu. Bosova, Yu.G. Kolomenskaya. - 3rd ed., Rev. – M.: BINOM. - Knowledge Lab, 2007.

4. Information technology in the classroom in elementary school / comp. O.V. Rybyakov. - Volgograd: Teacher, 2009

5. Kovalko V.I. School of physical education (grades 1-4): Practical

Development of physical education minutes, gymnastic complexes, outdoor games

For junior schoolchildren.. - M.: "WAKO", 2008.


This program is for educators additional education working with children 5-7 years old. The program includes 2 steps. Sections of the 1st stage: the use of computers; basic computer devices; mouse. pointers and arrow; properties, signs and components of objects; sets and subsets of objects. Sections of the 2nd stage: the use of computers; basic computer devices; actions of objects; logic elements; development of creative imagination.

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DEPARTMENT OF EDUCATION OF THE ADMINISTRATION OF THE MUNICIPAL FORMATION ARMAVIR CITY MUNICIPAL BUDGET INSTITUTION OF ADDITIONAL EDUCATION

CENTER FOR CHILDREN'S ( YOUTH ) SCIENTIFIC AND TECHNICAL CREATIVITY

Accepted for approval

Meeting of the Pedagogical Director of CNTT

Council of CNTT ________ I.V. Shchetushchenko

From "____" ______________ 2016 from "____" _________ 2016

Protocol No. ____

ADDITIONAL EDUCATIONAL

GENERAL DEVELOPMENT PROGRAM

TECHNICAL FOCUS

"Informatics for kids"

Program level: introductory

Program implementation period: 2 years (72 hours)

Type of program: modified

additional education

Armavir, 2016

EXPLANATORY NOTE

In the context of informatization children's education open up new opportunities for the development of methods and organizational forms education and upbringing of children. And the first step in their implementation is the development of a method for introducing information computer technology into the system of didactics of children educational institution as a means of enriching children's activities and pedagogical process.

Relevance educational program conditioned by modern life. A child practically from birth sees various technical devices around him, they are very attractive to the child. Society lives in a world of constant multiplication of information flows, constant invention of devices for processing this information. A computer helps a person to solve practical problems. The "tomorrow" of today's children is the information society. And the child must be psychologically prepared for life in information society. Computer literacy is now becoming a necessity for every person. Upbringing right attitude to technical devices, first of all, falls on the shoulders of parents, but also imposes qualitatively new requirements on preschool education - the first link continuing education. The success of the implementation of positive changes for society is associated with the use of preschool information technologies. The computer must be used in preschool education with the aim of improving, as well as updating the forms and methods of working with children. It has been established that with an appropriate approach, many areas, tasks and content of educational work with children can be provided by developing computer programs.

The computer must enter the life of the child through the game. The game is one of the practical thinking. In the game, the child operates with his knowledge, experience, impression, displayed in public form game methods of action, game signs that acquire meaning in the semantic field of games. The child discovers the ability to endow a neutral (up to a certain level) object with play meaning in the semantic field of play. It is this ability that is the main psychological basis for introducing a computer into the game of a preschooler as a game tool.

During gaming activity preschooler, enriched with computer tools, there are mental neoplasms ( theoretical thinking, developed imagination, the ability to predict the result of an action, the design qualities of thinking, etc.), which lead to a sharp increase in creativity children.

Studies by physiologists, hygienists and doctors (E. Glushkova, L. Leonova, Z. Sazanyuk, M. Stepanova) have shown that the optimal duration of playing at a computer for children aged 5-7 is 10 minutes no more than twice a week. Best time for computer games morning hours or afternoon after nap.

Subject to these elementary hygienic norms and rules negative influences for vision and nervous system no children are found. Against, early communication with a computer has a lot positive aspects It opens up a world of great possibilities for the child. Colorful design of programs, animation activate the attention of the child, develop associative thinking. Skillfully selected tasks, taking into account the capabilities of students, create a positive psychological atmosphere cooperation, develop positive emotions from feeling success. The computer becomes a favorite toy, an interlocutor, a means of understanding the world around and the development of a child.

The computer itself plays no role without general concept its application in preschool education, corresponding to the tasks of the development, upbringing and education of the child, as well as his psychophysical capabilities. The success of introducing a preschooler to mastering information technology is possible when computer tools become the means of his everyday communication, games, feasible work, design, artistic and other activities.

The program complies with the Charter of the CNTT, does not contradict the law of the Russian Federation "On Education",

Sanitary and Epidemiological Rules and Norms (SanPIN) 2.4.4.1251-03 - adopted by the Ministry of Justice of Russia dated May 27, 2003.

Target: introducing a child to the computer world, practical application computer games as a system didactic tools enrichment of the intellectual, aesthetic, moral, environmental and physical development preschooler.

From this goal, the following tasks:

educational:

  • formation of logical and algorithmic thinking;
  • formation general ideas about the device of the computer and the acquisition of the simplest skills to work with it;
  • development of stable skills for obtaining and processing information focused on the needs of personal development;

developing:

educators:

  • upbringing information culture, expanding the consciousness of children through the development of more complete information about the world around;
  • fostering interest in modern information technologies;
  • formation of the need and ability to work in a team.

Program construction principles:

  • parallelism in the passage of the main content blocks: to ensure the integrity of the perception of the course and forward movement in general: the main topics are studied from year to year with a gradual complication of tasks;
  • involvement of preschoolers in different kinds activities,
  • integration with other activities.

Organizational bases of the program

The program is divided into two levels of study (I and II). Each step has a theoretical and practical part.

In theory, students will learn the basic rules of communication with computer technology; get an idea of ​​the meaning computer terms; perform tasks for the development of memory, logic, thinking, imagination, motor skills, etc.

In practice, the guys master the elementary techniques of working with the keyboard, mouse, learn to independently perform tasks at the computer; work with various training programs corresponding to the topic of the lesson and adapted to this age group.

The term of study is 2 years with a work schedule of 1 hour per week. The training time for each level of difficulty is 36 hours. The number of students in groups is from 10 to 12 people, depending on the level of complexity, which corresponds to the Charter of the Center. The age of pupils is from 5 to 7 years.

In the classroom, the guys draw, count, print letters and words, collect computer mosaics, learn to solve logical tasks, perform various tasks with the teacher, conduct fun physical education sessions.

The outlined program for preschoolers is the initial link in the continuous teaching of the informatics course at the CNTT.

To implement the program, it is necessary

material conditions:

  • laboratory with multimedia computers of the IBM PC class with Intel processor 2000 MHz with volume random access memory 128 MB and above (at least ten jobs), local network, scanner, printer, whiteboard, tables, chairs;
  • software: operating system Windows XP; educational and developing computer games for preschool children; demonstration-training and testing programs; various slide films and electronic textbooks; keyboard trainers.
  • guidelinesto the informatics course for preschoolers on the topics listed in the program; workbooks; different Handout educational and educational content.

forms and methods of teaching:

types of differentiation:

  • by degree of difficulty, by interests, by personal-psychological types, by age composition.

Intermediate results

Upon completion of training in 1 step difficulties students

must know:

  • know the composition of a personal computer;
  • ways to highlight the properties of objects; finding objects with specified properties;
  • how to divide groups into subgroups characterized by a common property;
  • the main function (appointment) of objects;

should be able to:

  • be able to turn on / off the computer;
  • use the keyboard and mouse in your work;
  • navigate the Windows desktop;
  • to generalize on some basis, to find a pattern on the basis of;
  • compare parts and whole for objects and actions;
  • perform the enumerated or depicted sequence of actions;
  • take any action against various subjects;

Upon completion of training in 2 steps difficulties students

must know:

  • know the safety rules when working in a computer room;
  • the main parts of the computer and their purpose;
  • simple procedure to achieve given goal;
  • examples of true and false statements;
  • examples of negations (at the level of words and phrases "on the contrary");
  • formulation of negation by analogy;

should be able to:

  • carry out the necessary operations when working in various programs;
  • find errors in the wrong sequence of simple actions;
  • see the benefits and harms of properties in different situations;
  • draw analogies between different objects;
  • find similar in different objects;
  • transfer the properties of one object to others.

Final result

As a result of this program, students should:

  • know the safety rules when working in a computer room;
  • know the main parts of the computer, their various modifications,
    understand how they can differ;
  • know the cursor keys, spacebar, Enter, Esc,
    be able to use them in games;
  • easy to manipulate the "mouse" in mastered computer games
    and cursor keys;
  • be able to identify the properties of objects, find objects,
    having a given property;
  • generalize on several grounds, find a pattern
    on a given basis;
  • compare part and whole for objects and actions;
  • arrange events in the correct sequence;
  • describe a simple course of action to achieve a given goal;
  • give examples of true and false statements;
  • use permission and prohibition signs;
  • perform independently tasks according to the proposed model;
  • get the first skills of project work.

Forms of summarizing the results of the implementation of the educational program.

Knowledge control learning activities determined by completed tasks.

The criteria for assessing the assimilation of sections of the educational program is the independence of the child when working with educational programs.

Additionally, testing programs corresponding to the topic of the lesson can be used.

Educational and thematic plan

1 step

Topic

Total number of hours

Theor. part

Prakt.
part

Introductory lesson

Computer Application

Mouse. Pointers and arrow

Properties, features and
component parts of objects

Sets (groups) and subsets (subgroups) of objects

Final session

total

1. INTRODUCTION(1 hour )

Theory:

2. COMPUTER USE(2 hours)

Theory:

Practice: Practicing mouse control.

(4 hours)

Theory: Oh

Practice:

4. MOUSE. POINTS AND ARROW.(4 hours)

Theory: Mouse. Types of manipulators such as Mouse. Work practices.

Practice: Practicing mouse control. Work with various training and development programs.

5. PROPERTIES, SIGNS AND COMPONENTS OF OBJECTS(12 hours)

Theory: Item properties. Items that have specified property. Formation of the concept of "function". Isolation of features of objects. Generalization by feature. Comparison of signs of objects. Patterns in the meaning of features in given objects. Formation of the concept of "part-whole".

Practice: Elementary methods of working with the keyboard. Work with various training and development programs.

6. GROUPS AND SUBGROUPS OF SUBJECTS(12 hours)

Theory: Splitting a group into subgroups. Selection of a subgroup in a group. Correlation of elements of two groups among themselves. Ordering of items.

Practice: Work with various training and development programs.

7. FINAL WORKSHOP(1 hour)

Practice: Competition for the speed of completing tasks in training programs.

Educational and thematic plan

2 step

Topic

Total number of hours

Theor. part

Prakt.
part

Introductory lesson

Computer Application

Basic computer devices

Item Actions

Elements of logic

Development of creative imagination

Final session

total

1. INTRODUCTION(1 hour )

Theory: Acquaintance with the program, goals and objectives of the course. Safety engineering. Rules for working at the computer (turning on and off the computer).

2. COMPUTER USE(2 hours)

Theory: The use of computers in modern life. Types of computers.

Practice:

3. BASIC COMPUTER DEVICES(8 ocloc'k)

Theory: Oh basic PC devices. The principle of operation of the main devices of the PC.

Practice: Elementary methods of working with the keyboard and mouse. Work with various training and development programs.

4. OBJECT ACTIONS(12 hours)

Theory: Ordering of items. Regularity in the arrangement of objects. Sequence of actions given orally. The sequence of actions specified graphically. The sequence of actions and states in nature. A course of action leading to a given goal. The whole action and its parts. One action applied to different items. Breaking down actions into steps. Formation of the concept of "algorithm". Coding actions by conventional signs.

Practice: Work with various training and development programs.

5. ELEMENTS OF LOGIC (8 hours)

Theory: True and false statements(true and false). Negatives (words and phrases "on the contrary", "not"). Allowing and prohibiting signs. Boolean operation"AND".

Practice: Work with various training and development programs.

6. DEVELOPMENT OF CREATIVE IMAGINATION(4 hours)

Theory: Giving objects new properties. Transferring properties from one item to another. Search for matching properties in dissimilar objects. Consideration of positive and negative aspects the same properties of objects.

Practice: Work with various training and development programs.

7. FINAL WORKSHOP(1 hour)

Practice: Competition.

LITERATURE

  1. Blokhina I.V. Preparation for school. Development of logic: riddles, games, rebuses. - Minsk: Harvest LLC, 2006.
  2. V. Agafonova "My friend is a computer", M., " New school", 1996.
  3. Gavrina S.E. etc. Big Book of Tests. For children 5-6 years old. - M .: CJSC "ROSMEN-PRESS", 2006.
  4. Gavrina S.E., Kutyavina N.L. etc. Logic. - M .: CJSC "EKSMO-Press", 2000.
  5. Goryachev A.V., Klyuch N.V. Everything on the shelves. Guidelines to the course of informatics for preschoolers. - M.: "Balass", 1999. - 64 p., ill.
  6. Goryachev A.V., Klyuch N.V. Everything on the shelves. A guide to computer science for preschoolers aged 5-6. - M.: "Balass", 1999. - 64 p., ill.
  7. Zhukova O.S. Games and exercises to prepare the child for school. 5+ - M.: Astrel; St. Petersburg: Owl, 2007. - 64 p.: ill. - (Steps to the school).
  8. Kolesnikova E.V. 500 games for correctional and developmental education. Children 3 - 7 years old. - Yaroslavl: Academy of Development, 2000.
  9. Kolesnikova E.V. Workbook for children 5-7 years old "I solve logical problems."
  10. Krasnoshchekova N.V. 70 game activities to prepare for school: tasks for self-fulfillment: attention, memory, thinking, imagination, reading, preparation of the hand for writing. - Rostov n / a: Edelnika, 2008. - 79 p.: ill. - (I grow and develop).
  11. Mavrina L., Naletova O. Draw by cells. Animal world. - M .: Strkoza-Press LLC, 2006.
  12. Mezhieva M. V. Development of creative abilities in children aged 5-9 years. - Yaroslavl: Academy of Development: Academy Holding: 2002. - 128p.: ill.
  13. Novoselova C.JI. Problems of informatization of preschool education // Informatics and education. - 1990. - No. 2.
  14. Osipova T.G. " Computer programs for preschool children" // Kindergarten from A to Z scientific and methodological journal for teachers and parents, 2003, No. 1 (01), pp. 149-161.
  15. Penkina O.B., Podosenova I.P. Aunt Owl School. - "Omega", 2006.
  16. Edited by Yu.M. Gorvits "New information technologies in preschool education", Association "Computer and Childhood", Linka-Press, M., 1998.
  17. Rogalevich N.N. 282 tasks for successful preparation children to school. - M.: AST, Mn.: "Harvest", 2005.


Computer science in elementary school

Modern life is becoming more and more intellectual requirements, the skills of which must be instilled in a child with early years. The widespread use of information technology in practice makes one think that computer science in elementary school is necessary subject, because it is this object that gives necessary knowledge and skills that are able to meet today's requirements.

The need for early development of information technology helps the child to get the basics of computer systems and technologies, which will allow the child to form scientific and technical potential. Developing the child's skills to work with the basic software will allow your baby not only to develop potential, but also to develop strong skills in using a PC.

Informatics at school, especially primary, is becoming more and more popular and takes pride of place among the studied sciences. For this there is a large number of reasons, among which the main ones are: the possibility of organizing the education of elementary school students in game form which greatly facilitates and speeds up the learning process; application of skills logical thinking on practice; systems approach to the solution of the tasks.

Informatics in primary school helps to broaden the horizons of your student, introduce him to many new and interesting facts, as well as teach using computer technology to solve simple tasks. The main task of the course is to develop the child's logical thinking skills and the ability to analyze the situation in order to choose best method to solve the assigned task.

Studying computer science in elementary school should combine two goals: general educational and applied. At the core general educational purpose introducing elementary school students to the basics modern informatics, the formation of algorithmic thinking skills, the perception of a computer as modern means for receiving and processing information. The applied goal is to master computer technologies and develop skills in working with a PC.

Our website contains the best study guides in computer science in elementary grades. Each of them is given short description, which will allow you to choose exactly the allowance that will be yours the best assistant in the difficult task of teaching the baby the intricacies of computer technology and the features of working with various programs PC.

    To correct the methodological scheme of the lesson and identify the picture of the success of fourth-graders, complex verification tasks are needed. Compilation individual works on ITC and informatics will help the teacher to conduct a qualitative check of the ZUN of the entire class.

    The purpose of verification work in computer science is to summarize knowledge on the subject, summing up the results of mastering new materials, checking and correcting the learning process of the basic rules and concepts of computer science. To control the progress of third-graders, it is advisable to use a selection for the course of Matveeva N.V.

    For the most effective learning a fundamentally new course for children on ITC and informatics, the teacher must use all the components of the teaching materials. Notebook for grade 4 continues the topics on which the classes were held in the lesson, and provides an opportunity practical use theories.

    Notebook for practical consolidation The standard set of knowledge in computer science in the 3rd grade includes fairly voluminous tasks. By doing the exercises, children learn to think logically and master the basics of computer literacy.

    The computer science course in grade 4 is propaedeutic for mastering the subject in high school. "Computer thinking" is in many ways unusual not only for children, but also for parents who are not familiar with the beginnings of programming. You can check your homework and adequately evaluate all the elements of the solution using the solution book for the course of Goryachev A.V.

    The Olympiad competition in informatics in grade 4 is distinguished by difficult tasks and the need to maintain a special atmosphere in the office during the competition. You can choose questions for schoolchildren, as well as prepare a class for the Olympiad, using a selection of tasks compiled by computer science teachers.

    Testing the knowledge of fourth-graders is of decisive importance for students, their parents and teachers of grades 4 and 5. By getting a picture of the performance of all students or individual students, adults can see how productive the methodological content of the lessons is and what the knowledge base of children moving to secondary school is.

    The main task of computer science lessons in grade 3 is to develop the thinking that is necessary for working on a computer. Since some tasks imply strict adherence certain rules, parents must be sure that they see the solution correctly. Reshebnik to training course Goryacheva A.V. give them the right advice.

    Informatics in elementary school causes certain difficulties, and for the teacher as well - working with theoretical material that is difficult to associate with learning experience children, requires constant monitoring of success, as well as a depth of understanding of terminology, actions and the meaning of learning. In order to prevent third-graders from missing ZUN, methodologists recommend conducting current control with the help of tests.

    Main purpose olympiad competitions- optimization of the whole complex of knowledge in the subject and activation of the educational activity of third-graders. Because the Olympiad tasks check the theoretical side of the program to a greater extent, the competition has the most positive effect on the motivation to study " scientific basis» informatics.

    Logic tasks, which make up computer science in grade 2 (Goryachev A.V.) are the basis for computer literacy. Parents can help solve tasks in the right way and build a course of reasoning using the collection with answers to all tasks.

    Control of progress in elementary school solves somewhat more learning problems than in high school. Performing test work, students learn to fill out forms test items, conduct self-control, evaluate their knowledge objectively. Good mark motivates young schoolchildren to diligence, accuracy, perseverance.

    Informatics in the 2nd grade begins to introduce the child to computer literacy and the basics of programming. Practical notebook Matveeva N.V. on the interesting examples will explain the principles of operation of computers, the construction of the simplest algorithms, introduce terms and concepts.

    Verification workrequired element for the learning process, the purpose of which is to identify shortcomings and evaluate the effectiveness of the knowledge gained by schoolchildren. Most objective method teachers and methodologists call testing. Compilation ready-made tests for grade 2 will reduce the time for preparing a test lesson and will allow you to perform control methodically correctly.

    Teaching computer science in elementary school is quite motivated - all children love computers and want to learn how to work with them. However, there is back side training - initial professional knowledge, the development of which can be difficult. You can increase the desire to learn by holding Olympiad competitions in the 2nd grade.

Whether we like it or not, learning is becoming more and more like a game. Especially if we are talking about children of primary school or preschool age. British teacher high school design Dmitry Karpov compiled a list useful resources for teaching computer science from an early age.

For those who are preparing for the main school exam

Today, children find themselves in a completely unique information environment for the availability of various multimedia experiences. Therefore, I recommend collecting games in several groups.

This collection of applications is dedicated to getting to know the basics of programming. You can separately collect a selection with puzzles, mazes and simple games to develop thinking and attention, for example. Second group- drawing games, music applications, simple video editors to develop interest in digital creativity. Third group applications- interactive books, fairy tales, audio books that develop verbal and auditory culture. They expand vocabulary and harmoniously form a person who is interested in the text.

A new field of knowledge - computer science (science application programming and design) - it is worth starting to study in early age, from 4-6 years old

When the child is already forming ideas about the world around. The game has always been about learning. And today the main educational tool is a gadget (tablet or computer) - a personal guide to the world of digital knowledge of a child.

Code.org- nice interface and weight simple games about basic principles work of programming languages. Much needed non-profit educational project for kids.

Crayon Physics Deluxe- the game is just a masterpiece, develops in a child engineering thinking, prepares to understand programming in the conditions various systems and physics engines. Not so much about programming, but about the logic of solving problems through an iterative process, which is the most important educational discipline.

Lightbot- a game on the old Flash, but with nice graphics and simple training material on building algorithms for the movement of the robot. Develops the student's attention to the scenario and understanding of the character's step-by-step behavior.

Code Combat- Veteran in the market game learning Python, JavaScript, Lua and exotic CoffeScript codes.

codemonkey- learning the principles of syntax through the game with the monkey.

Ceebot- character management using C++ commands.

Cargo Bot is a simple app for preschoolers and their ipads.

The player solves puzzles that are given by the "game" chief for each level. For example, thanks to puzzles, you can learn how to create modular functions and their combinations based on the simplest commands.

Scratch- a classic of the development of thinking of the future programmer.

Kodu Game Lab- big educational project from the Microsoft Research team. The PC version is free, while the Xbox version costs around $5. The beauty is in the attraction for the child of the world of game design, its modularity, thinking in terms of creation virtual worlds. Perhaps less useful for coding and programming, but better for learning the basics of game application design.

Hopscotch is a must-have app on the iPad. Nice design and basic learning of basic coding concepts.

PictoWorld- it is worth noting this Russian project, developed according to the terms of reference of the Russian Academy of Sciences, but I do not like the design. The advantages of the application - the Russian language. But this is a very controversial advantage in learning the basics of programming, since knowledge of English language speeds up the learning process.

RoboZZle- an application for compiling an algorithm for the movement of the arrow. Teaches the child to understand the theory of algorithms in practice.

Kodable- suitable for toddlers. During the game, they will be able to create simple scenarios for the behavior of cute spherical characters.

Naturally, this is only a small part of everything. But it is from these applications that you can get acquainted with the world of programming.