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Computer science basics for beginners. The basics of computer science

Robot University, Pereslavl-Zalessky

"Basics of Informatics" is a new hypertext interactive computer science course for children. It is designed for 5 years schooling, starting age: fifth grade. The author of the course is A. A. Duvanov.

"ABC OF INFORMATICS"

Duvanov Alexander Alexandrovitch ( [email protected] pereslavl.ru)

Robotland University, Pereslavl-Zalessky

"ABC of Informatics" - is a new hypertext interactive course of Informatics for young learners. The duration of learning is 5 school years, the beginners are pupils of the 5 the grade. The author of the course is A... A. Duvanov.

Introduction

The new course can be defined as a practical conceptual computer science course.

The main methodological technique is the formation of conceptual foundations through practical tasks solved on a computer.

Keeping the methodological ideas of the course "Robotland" (developers: MA Goltsman, NB Drozdov, AA Duvanov, Ya.N. Zaidelman, Yu.A. Pervin, AA Russ.), new course invites the student and teacher modern facilities for the implementation of the pedagogical task, makes learning more effective, fun and controllable.

Cognitive reading is combined with work on numerous simulators, performers, testers and designers; accompanied by examinations and testing in credit classes.

The demo version can be copied from the address:

Thematic outline of the course

· Topic 1. Getting to know the computer (grade 5)

· Topic 2. We work with information (grade 5)

· Topic 3. We write on the computer (grade 6)

Topic 4. We draw on a computer (grade 7)

Topic 5. We go to the Internet (grade 8)

Topic 6. We compose algorithms (grade 9)

Topic 7. Programming the performer (grade 9)

Topic 8. We construct a black box (grade 9)

"The basics of informatics" at school

1-4 grades

Propedeutic introduction to computer science based on the course "Robotland", "Winter Evenings" or other similar courses

Grade 5

Getting to know the computer. We work with information

6th grade

We write on the computer

7th grade

Drawing on a computer

8th grade

We go to the Internet

Grade 9

We compose algorithms. We program the performer. Constructing a black box

10-11 grades

The basics of computer science. We work with information. Book for the teacher. Grade 5. Duvanov A.A.

SPb .: 2004 - 208 p.

The book continues the course "Basics of Informatics", consisting of eight educational and methodological sets, and is devoted to the key topic school course informatics and information technology. The types of information and forms of its presentation, processing algorithms, storage and transmission methods are considered. The issues of measurement, structuring, coding and protection of information, as well as search and transmission of information on the Internet are covered. Given the necessary teacher guidelines, modern forms of knowledge control are described, presented Additional materials by topic. The book will be useful not only for teachers, but also for all readers who independently master the course, including students and their parents. For teachers and students of secondary schools.

Format: pdf

The size: 3.3 MB

Watch, download: docs.google.com

Content
About the course "Basics of Informatics" 7
This is a hands-on course in Conceptual Informatics for beginners 7
Course outline 7
"The basics of informatics" for school 10
"The basics of informatics" for self-education 10
Course Objectives 11
Presentation form 11
Structure of books 12
Electronic textbooks 15
Network support 16
Origins 16
Acknowledgments 16
Topic 2. Working with information 18
Introduction 18
Lesson Summary 22
Lesson 1. What is information 25
Definition of information 25
Keyboard skills 26
Answers to questions 26
Answers to the questions of the "Workshop" 28
Classroom (Answers) 29
Lesson 2. How to get information 33
Computer Science - Abstract Science 33
How to get information 33
Answers to questions 35
Answers to the tasks of the "Workshop" 41
Answers to the questions of the "Workshop" 41
Classroom (Answers) 42
Lesson 3. What You Can Do With Information 45
Information hike 45
Questions Answered 51
Answers to the questions of the "Workshop" 54
Classroom (Answers) 59
Lesson 4. Storing Information 63
Informational computer media 63
Answers to questions 67
Answers to the questions of the "Workshop" 72
Classroom (Answers) 73
Lesson 5. Store to Search 77
Structuring information 77
Q&A 85
Solving two problems from homework option 3 90
Answers to the questions of the "Workshop" 92
Classroom (Answers) 92
Lesson 6. Communication 99
Communication history 99
Communication Games 100
Answers to questions 100
Questions and tasks of the "Workshop" 104
Classroom (Answers) 107
Lesson 7. Transmission Distortion 113
Broken Phone 113
Pictures by phone 113
Leaf Code 114
The Listik Coding Game 115
Answers to questions 115
Classroom (Answers) 118
Lesson 8. Information Processing 121
Information processing scheme 121
Answers to questions 124
Class (answers) 128
Lesson 9. Information processing algorithms 131
Algorithms and Programs 131
Kid 133
Working with the clipboard 137
Completing the tasks of the "Workshop" 138
Answers to questions 140
Classroom (answers) 144
Lesson 10. Encoding Information 149
Binary encoding and computer physics 149
Why are four signs 150
Is it possible to seal the Leaf's code 150
3-character Morse code 151
"Workshop", "Test class", games 151
Encoding and Encryption 152
Answers to questions 152
Classroom (Answers) 154
Lesson 11. Encrypted Messages 157
Modern Cryptography 157
Methodical notes 158
Answers to questions 159
Workshop (answers) 160
Classroom (Answers) 162
Lesson 12. What's inside the computer 167
The first computers 167
Methodical notes 169
Answers to questions 170
Classroom (Answers) 175
Lesson 13. Information objects 177
Programming Methodology 177
Structured programming 178
Object programming 178
Methodological notes 180
Answers to questions 183
Classroom (answers) 185
Lesson 14. Test 191
Final competition 191
Cross-validation 197

About the course "Basics of Informatics"
This is a practical conceptual computer science course for beginners
"Basics of Informatics" is a course in informatics for beginners. It is designed for 5 years of schooling, starting with the fifth grade of a comprehensive school. The author of the course is A. A. Duvanov.
Keeping the methodological ideas of the classic "Robotland", the new course offers the student and the teacher modern means for the implementation of the pedagogical task, makes learning more effective, fun and controllable.
The main methodological method of the course is the formation of the conceptual foundations of informatics through practical problems solved on a computer.
Thematic outline of the course
The course books (separately for the student and separately for the teacher) combine eight topics.
A detailed thematic plan is given in the first book "The basics of computer science. Getting to know the computer. "

Robot University, Pereslavl-Zalessky

"Basics of Informatics" is a new hypertext interactive computer science course for children. It is designed for 5-6 years of schooling, starting age: third, fourth or fifth grade (depending on the level of development of children). The author of the course is A.A. Duvanov. The author hopes that in the coming years the new course will become one of the most demanded in the field of general and additional education children informatics.

"Basics of Informatics" is a new hypertext interactive computer science course for children. It is designed for 5-6 years of schooling, starting age: third, fourth or fifth grade (depending on the level of development of children). The author of the course is A.A. Duvanov.

Keeping the methodological ideas of the course "Robotland" (developers: MA Goltsman, NB Drozdov, AA Duvanov, Ya.N. Zaydelman, Yu.A. Pervin, AA Russ.), The new course offers the student and the teacher modern means for the implementation of the pedagogical task, makes learning more effective, fun and controllable.

In the new course, cognitive reading is combined with work on numerous simulators, performers, testers and designers; accompanied by examinations and testing in classrooms, all within the framework of a hypertext product that runs in IE-4 (or older).

The demo version of the course can be copied from the address:

In addition, you can copy the descriptions of the rules for constructing puzzles and the performer with 23 puzzles in computer science (from lesson 11 of the second book), designed as an independent hypertext application:

While showing the tools of informatics, one must not forget about informatics itself.

Armed with this thesis, as well as the good robotic traditions, to talk as simply about the complex as possible, accompanying a short conversation with a long children's practice, the author builds a new hypertext interactive course. Currently, its creation has exceeded half of the planned topics.

If you look at the titles of the course content, you might think that it is about computers and computer programs.

But these headlines are for kids. They reflect what initially lies on the surface for them. And beyond the surface, the world of conceptual informatics opens up.

Thematic outline of the course

Book 1. Getting to know the computer (the book is ready)

Book 2. In the world of information (the book is ready)

Book 3. Writing on a computer (the book is ready)

Book 4. Drawing on a computer (the book ends)

Book 5. Going to the Internet

Book 6. Algorithmic studies

Book 7. Black boxes

Book 8. Performers

Book device

Each book contains two "layers": main and additional.

The main layer is focused directly on the learner. An additional layer is the teacher who accompanies the student in his work and helps him.

The main layer has the following structure:

  • Reading room. This section contains factual lesson material, questions and homework.
  • Abstract. Definitions and key phrases reading room.
  • Questions. The basis for consolidating the studied material.
  • Workshop. Work with performers and testers on the topic of the lesson.
  • Credit class. Automated verification of the passed material.

Schools are trying the "Basics of Informatics"

Hypertext books formed the basis distance courses Robot Network University (RU).

Under the guidance of school teachers, the children worked with books for two years, and at the end of each semester they took part in competitions: first they completed assignments, then got acquainted with the solutions and, finally, checked the work of other "teams", giving marks according to previously proposed criteria.

Educational cycles of RU showed that the new course in informatics was well-received, and the author's basic orientation towards building a conceptual, but accessible textbook, in which each new concept is supported by active practice and interactive control, found support among teachers and children - direct users of the product.

Elena Viktorovna Bulgaria, Olga Sergeevna Haricheva, Yekaterinburg:

Unpacked new book"Basics of Informatics". Full delight! The "big" boys from the "Web Programming" course snapped enthusiastically. We ourselves read with interest and said: "Yes, yes, this is what we need." I liked it very much. Colorful, accessible, interesting. It can be seen that a lot of work has been done, but the result is excellent.

Chernova Svetlana Alexandrovna, Novorossiysk:

The books are very comfortable, bright and beautiful. For a teacher, this is just a treasure. Using a hypertext textbook, you can build a lesson in different ways, bringing it in line with your pedagogical tasks and specific children in the class.

Tanova Eleonora Vladimirovna, Chelyabinsk:

When I saw the textbook, I was just delighted. Books are easy to understand, drawings help to understand the material. Not only children, but also adults are delighted with textbooks. In my opinion, they are suitable for training and adults, not computer savvy... Everything is clear and accessible, and most importantly, interesting!

Instrumental Skills and Conceptual Informatics

Lena Solodkova, a student of Natalya Ivanovna Brodskaya from Surgut, wrote: "The text in the textbook is too simple, but also complicated!"

The child guessed that, despite the outwardly easy presentation style and a large number of computer exercises, the Azov books tell about complex things and do not encourage looking at school computer science as a source of thoughtless computer battles.

Indeed, computer science in school should not be different from, say, physics. The game element may be present, but it should simulate the studied topics, and not distract from them.

"Basics of Informatics" is an electronic interactive course basic informatics for schoolchildren (grades 5-9). Keeping the methodological ideas of the course "Robotland" (developers: M.A. Goltsman, N. B. Drozdov, A. A. Duvanov, Ya. N. Zaydelman, Yu. A. Pervin, A. A. Russ.), The new course offers the student and the teacher modern means for the implementation of the pedagogical task, makes learning more effective, fun and controllable.

Cognitive reading is combined with work on numerous simulators, performers, testers and designers; accompanied by examinations and testing in classrooms, all within a single hypertext product that runs in a browser.

Reviews on the Basics of Informatics

Before buying a serious thing, I always read the reviews of people who use this thing. I weigh the pros and cons, and if the pros outweigh, I take out my wallet.

Thematic outline of the course

The course presents 8 topics, each of which is supported by a separate hypertext book.

Modern computer science is inconceivable without a computer, like modern construction without cranes and other powerful equipment. The book introduces the novice user to the basic techniques of working on a computer.

0. Hello computer!

Composition of the computer. Computer terms... Safety precautions. Techniques for working with a book. Mouse clicks, transitions, flags.
  1. The computer is our assistant
    Labor tools, automata, programs, programming, computer professions. Artist Buka.
  2. Desktop
    Desktop icons and shortcuts. Task bar. Main menu. Mouse operations. Operation Algorithm Dragging... Contractor Carrier.
  3. Cursor
    Pointers. Mouse cursors. The operation of resizing.
  4. Pictogram
    Variety of pictograms. Pictograms on the computer screen. Artist Pictogram. Competition of pictograms.
  5. The program and its window
    Window structure. Window title and control buttons. Window operations. Window OS.
  6. Menu
    Interface concept. A simple list. Pictographic menu. Menu on regular buttons, radio buttons, check boxes. Drop-down list. Hierarchy. Hierarchical menu.
  7. Hello and Writer
    Algorithms for the work of "literary" performers. Plan, algorithm, program. The concept of a parallel algorithm. Can a computer think? Performers Hello and Writer.

Information, like a boundless sea, surrounds us from all sides. We do not think of it as that we have a nose, and it can sneeze. The book will tell you about the ways of storing, transferring and processing information.

The following are short descriptions book lessons.

  1. What is information
    Information concept. What information is studied by computer science. Transfer rate, processing algorithms. Line editor (numbers, case and alphabet switching, Russian lower case, Bs key).
  2. How to get information
    The universality of informatics. Types of information presentation. Sense organs. Processing algorithms. Line editor (capital letters, Del key).
  3. What can be done with information
    Information processes (storage, transmission, processing). Game "Hike for information". Measuring the amount of information. Byte. Handler Algorithms. Line editor (punctuation marks, special characters).
  4. Data storage
    Information carriers. Information storage methods. Binary coding. Storing information on a computer, the Internet. Handler Algorithms. Line editor (latin letters).
  5. Store to seek
    Methods for structuring information ( information element, set, linear list, stack, queue, list, hierarchy, forest, graph, table, compound structures). Spreadsheets... Storing alphabetically. Content. Index. Hypertext. Search for information on the Internet. Line editor (Home, End, Ins).
  6. Transfer of information
    Source, receiver and transmission channel. Conversion of information during transmission. Internet transmission. Transmission speed. Games in the transmission of information. Classification of keyboard typing errors. Correction algorithms. Exercise machine Rule.
  7. Distortion in transmission
    Causes of distortion. Types of transmission errors. Errors in the computer. Distortion protection. Artist Leaf. Games in encoding and transmission. Exercise machine Rule.
  8. Data processing
    Information processing scheme. Computer processing. Operating system. Performers Accountant and Translator.
  9. Information processing algorithms
    The concept of an algorithm, compiler, executor. Computer algorithms and programs. Programmer's work plan. An example of program development. Artist Kid ( training computer). OS clipboard.
  10. Information coding
    Coding methods. Binary coding and computer physics. Performers Listik and Accountant. Coding games.
  11. Encrypted messages
    Cryptography. The gibberish language. Table cipher. Alphabetic shifts. Computer cryptography. Symmetric and asymmetric encryption. Performers: Cryptographer, Tabular Cipher, Magic Square, Rebus.
  12. What's inside the computer
    Information scheme of a computer and a set of its devices. Units for measuring the amount of memory. Hierarchical scheme of computer memory. Artist Computer.
  13. Information objects
    The concept of an object. Material and virtual objects. Objects in computer science. Properties, algorithms and events of the object. Structured programming. Object programming. Visual programming of objects in the Designer Constructor.

  14. Repetition of the passed material.
You already know how to write notes, letters, poems, essays, dictations on paper ... The book will teach you to do the same on a computer.

Below are brief descriptions of the lessons in the book.

  1. In the editorial office of the "Shkolnaya Gazeta"
    Newspaper word processing. Grammatical errors, style errors, article layout. Alignment methods. Working with the line editor.
  2. Computer - editor's assistant
    Newspaper layout. Possibilities and limitations of computer technology for preparing documents. Simulator Rule (classification of input errors, correction algorithms, training).
  3. Multi-line editor
    Information editors. Work in flat text editor(using the example of a multi-line browser field). Cursor movement. Enter key. Scroll bars.
  4. Editing techniques
    End of line character. Cutting and gluing lines. Insertions and deletions.
  5. Copying
    Rolling and rolling. Clipboard. Operations Cut, Copy, Paste. Execution and compilation of editing algorithms.
  6. Notebook
    Acquaintance with the editor Notepad. Opportunity overview. File, folder. The name of the file, folder. Saving the document to disk. Performance cyclic algorithms editing.
  7. WordPad
    Word processor concept. Comparison of WordPad with Notepad. Toolbar. Format concept. Paragraphs and how to format them. Joining files.
  8. Text design
    Definition of design. Design text document... Allocation, alignment. Classification of fonts. Size, italics, boldness. Working with fonts in WordPad. Lists.
  9. Word
    Acquaintance with Word. Menu, standard panel and formatting panel. Formatting characters. Styles. Insert pictures. Designing Styles for book page... Making a page.
  10. Chicken barefoot
    Special symbols. Dash, hyphen. Pagination. Table of contents. Cover design. Frame. WordArt. The advantage of styles. Book making.
  11. Spelling, lists
    Check spelling in word processor... Spelling errors, punctuation and style errors. Opportunities and Disadvantages of Computer Spell Checking Algorithms. Spaces and punctuation marks. Bulleted and numbered lists. Nested lists. Presentation of the hierarchy as a nested list.
  12. Detective agency "Word"
    Search / replace. Working with document windows. Clipart. Working with files.
  13. Tables
    Tabular information. Tools for constructing tables.
  14. Macros
    Designing macros in the editor's training mode. Using macros.

  15. Repetition of the passed material. Creative tasks.
To be able to draw is great! Even if I'm not an artist, I still draw a little ... Want to learn how to draw on a computer screen? The book will help you master the basic techniques.

Below are brief descriptions of the lessons in the book.

  1. Drawings on the computer
    Drawings on the computer. Opportunities computer graphics... Application areas of computer graphics. Drawing algorithms in the editor Word. Techniques for constructing and editing a vector drawing.
  2. Graphics system computer
    How the image is built on the screen. Computer graphic system (monitor, scanner, printer, ...). Building a vector drawing in the Word editor.
  3. Paint: selection, transfer, copying
    Paint interface, editor settings. Selection, transfer, copying, undoing / rolling, pasting from a file, copying to a file.
  4. Paint: transforming a drawing
    Reflections, turns, tilts, stretches, squeezes, screen captures.
  5. Paint: drawing lines
    Tools: Line, Curve. Zoom, pixel grid.
  6. Paint: drawing shapes
    Tools: Rectangle, Rounded Rectangle, Polygon, Ellipse. Shadows, highlights, depressed, raised objects. Working with coordinates.
  7. Paint: computer colors
    Color theory. Computer colors. Color models: additive (RGB), subtractive (CMYK), perceptual (HSB). Recommendations for working with color. Calculation of the chromaticity of the monitor. Calculating the size of video memory. Monitor operating modes. Choosing a color in the editor, the main palette, additional colors, color design, filling.
  8. Paint: painting
    Tools: Pencil, Brush, Sprayer, Eraser, Lettering. Techniques, anti-aliasing, font classification. An overview of the capabilities of the Paint editor, its weaknesses and restrictions.
  9. Graphics file formats
    Anatomy graphic formats: BMP, GIF, JPEG. Overview of formats: raster (PNG, TIFF, PSD), vector (WMF), universal (EPS, CDR, WEB, XAR). Choosing the right format. Optimization of graphics. Scaling pictures.
  10. Photo camera, scanner, monitor, printer
    The device and operation of the camera, photographic film. Digital photography. The advantages and disadvantages of digital photography. The device and operation of the scanner, monitor, printer. Optical resolution photographic film, digital matrix, scanner, monitor, printer.
  11. Vector editor
    The device of the vector drawing and acquaintance with the vector editor. Stretch and shrink, delete, rotate, tilt, reflect, add and subtract, closer / farther, align, grid.
  12. Vector editing basics
    Rectangles, ellipses, polygons, linear fill, circle fill, ellipse fill, fill bitmap, filling with fractals, merging objects, excluding objects, intersecting objects, dividing an object.
  13. Constructing a vector drawing
    Tools: Straight, Curve, Text. Convert to curves. Exporting a vector object to raster GIF formats, JPEG, BMP. Techniques for constructing a vector drawing.

  14. Repetition of the passed material. Creative tasks. Where is the most information? Online, of course! The book will tell you how this global computer network works and teach the basic techniques of working with it.

    Below are brief descriptions of the lessons in the book.

    3.
    The address Email... Choice postal service(provider, corporate, commercial, free). Mail programs. How letters are delivered. Transfer from system q to system q k. Transfer from system q k to system q.
    4. Preparing and sending letters
    Rules good letter... Device mailers... Letter subject. Spell checker. The length of the string.
    5. Receiving letters and replies to them
    Good Answer Rules. Automation of mail programs. Email templates. The address book.
    6. Letters with attachments
    How to attach a file to a letter. Archiving and compressing files. Rules for letters with attachments. How the attachment is sent by email. How to extract an attachment from an email. How email works. What are the encodings. How are they encoded emails... Transliteration. Setting up mail programs.

    7. Web-space of the Internet
    The concept of the Web-space. Site concept. Hyperlink concept. Browse the site. Variety of browsers. Browser control. Site device. Site navigation systems. Internal and external links. Text and image links, alternative text. Graphic hypertext maps.
    8. Search for information
    Search on a page, search on a site, search on the Internet. Search tools: collections of links, catalogs, ratings, indexes, metasearch. Search features: pictures, files, books, definitions, maps, education, jobs, people.
    9. One page document
    The simplest HTML page. The structure of the HTML code. How the browser works. The structure and type of the document. Tag attributes. Background color and font color. Text formatting. List coding. Code writing style. Testing and debugging.
    10. CSS basics
    HTML and CSS. Styles individual element... Styles a separate file... Site styles and element background. CSS construction. Positioning and z-index.
    11. Multi-page document
    Hyperlink concept. Transition coding. Development of the site structure.
    12. Graphics on pages
    Graphic Web-formats. Preparing graphics for the Web. Picture encoding. Picture design.
    13. Working with tables
    Encoding tables. Table design. Design on tables.
    Working with information without algorithms is like carrying water with a sieve! The book will tell you how to compose, record algorithms and transfer them for execution.

    Book 7. Performers

    An executor is one who executes the algorithms. The device, habitat, emergency messages, the executor's command system - all this is described in the book and also on how to properly control the executor.

    Book 8. Black boxes

    Algorithms can not only be composed, but also guessed! For example, many scientists only do what they guess the algorithms by which nature "works", and get the law of universal gravitation or the law of floating bodies. It turns out that guessing has its own rules and techniques! This is what this book is about.

    Book device

    Main and additional layer

    The main layer is focused directly on the learner - the primary school student. An additional layer is the teacher who accompanies the student in the work on the book and helps him. As a last resort, if the student works with the book completely independently, he can use the second layer for additional reading and checking the answers to the book's questions.

    The main layer has the following structure:

    • Reading room. This section contains factual lesson material, questions and homework.
    • Abstract. Definitions and key phrases of the reading room.
    • Questions. The basis for consolidating the studied material.
    • Workshop. Work with performers and testers on the topic of the lesson.
    • Credit class. Automated verification of the passed material.

    Methodology

    The book consists of chapters-lessons. Each lesson is one topic. In fact, a chapter may take a few school lessons: it depends on the level of training of students, their age, the details of the study, the amount of third-party material with which the teacher supplements the textbook material.

    Valentina Alekseevna Kozlova(a computer science teacher from Perm) recommends the following training plan:

    • Acquaintance with the material of the lesson. The topic of the lesson is presented by the teacher in the classroom, or the student gets acquainted with it from the texts of the Reading Room on his own at home. In the latter case, it is better to print this section of the textbook to reduce the harmful effects of the monitor on the child's eyes (especially if the monitor is of low quality). Note-taking in a notebook is useful, as it contributes to better assimilation of the material.
    • Discussion of the topic of the lesson. As a basis, you can put questions from the Assignments section and key phrases from the Synopsis section.
    • Workshop. Any experience or experiment contributes to the consolidation of new knowledge, transferring it from the abstract-logical sphere to the subject-sensory one. In addition, a computer workshop significantly increases the motivation to study.
    • Credit class. Schoolchildren solve tasks until they receive the title of Professor (no errors, grade 5) or the title of Student (1-2 errors, grade 4).
    • Discussion of test assignments. After the students have passed the test, it is necessary to publicly go through the questions again. Let the children justify their choice of answer.

    The actual conditions for conducting classes can significantly affect the proposed plan. If there is a lot of time, then one lesson can be divided into two: on the first, a presentation of the material and a workshop, on the second, a discussion (repetition) based on the Questions and Test class sections.

    In the face of a lack of time, the teacher can refuse some sections of the lesson. For example, immediately after the presentation of the material, go to the Credit class.

    Hometasks

    The book's homework was suggested by Valentina Alekseevna Kozlova. They are divided into three groups.

    The tasks do not require the student to have a computer at home, they are reproductive in nature, that is, they are based only on the materials and techniques studied and mastered in the lesson.

    For children who have a computer at home, it includes, in addition to reproductive, also search and research tasks.

    Creative option. Completing assignments requires intellectual initiative and reflection from children; assignments can be performed both in a notebook and on home computer, provided that the student submits a printout or file for review (if the teacher agrees to the latter).

    Demo version

    Working excerpt of the second book

    Currently ready for distribution e-books:

    1. Getting to know your computer (Grade 5)
    2. In the world of information (Grade 5)
    3. We write on the computer (6th grade)
    4. Drawing on a computer (7th grade)
    5. We go to the Internet (8th grade)

V modern world the study of this subject at school is already a necessity, because computerization has already penetrated into almost all spheres of human life. That is why knowledge of at least the basics of computer literacy will make children feel confident in our time.

You can study informatics online by going to our website, which contains almost all informatics topics that make up school curriculum, in video format. Therefore, having enough time, a computer and Internet access, you can turn to video tutorials and sort out the desired topic.

The discipline is based on the principles and methods of processing, storing and transmitting information using a computer and computer networks... One of priority directions in modern teaching of computer science at school is the direction " Global network Internet". This fact due to the popularization of Internet communications and the general informatization of society.

Computer Science Program

Informatics lessons in the video format presented on our portal will help the child in mastering the school course in this subject. In all schools, the study of the beginnings of computer science begins in grade 5, where it is explained how the computer works, how to use it, the child also gets to know the most common computer programs... In the 5th grade informatics section, you can find interesting video tutorials on all these topics. Informatics of grade 6 introduces students to the basics of programming, which contributes to the development of logical thinking in a child, this is also helped by studying theoretical issues about the forms of thinking. Learning programming, in particular on Basic language continues in the next class as well. On our website in accessible form explains all the nuances of these difficult questions, which are set out in the video lessons on informatics of the 7th grade. In grade 8, students learn about concepts such as information models, study the architecture of a computer, learn what algorithms are, get acquainted with their properties. All this you can also find on our portal in the section of informatics of the 8th grade.

Further, in the lessons of computer science, a detailed study of computer graphics begins, computer animation, means and processing technologies numerical information, as well as 3D modeling and information storage technologies, including databases. These complex topics may be incomprehensible to a student from the first time, which is why the site contains video lessons on informatics of grade 9 in a simple and visual form of presentation. With each class, the course becomes more and more difficult: in the 10th grade computer science lessons, schoolchildren will master the concepts of modeling animate and inanimate nature, logical and mathematical models, as well as human information activity using computer technologies in it. In 11th grade informatics lessons, schoolchildren continue to study questions information activities person, and also repeat and deepen their knowledge of the characteristics operating systems and software ..

The GIA in Computer Science is an optional exam for grade 9 students. The exam consists of three parts: Part A (implies choosing the correct answer), Part B (implies a short answer to the question) and Part C (implies a detailed solution). When passing the exam in this discipline, the student must inform in which programming language he will perform task C. This part is performed using a computer. To successfully pass the GIA in informatics, you need to prepare systematically and take the process of studying the material seriously, using textbooks, lectures and notes, as well as test materials on all topics of the course, solve diagnostic and training tests.

In the process of studying topics within the framework of a computer science program, not only the theoretical component is important, but also the practical component. because Information Technology and the processes cannot be fully comprehended and understood, having studied only the theory - as a rule, the skill is acquired in practice. Smart use of your computer can turn incredible difficult task v simplest algorithm actions and thereby simplify the existing task.

The course of elementary computer science is designed to broaden the horizons of elementary school students, develop the thought process and introduce basic concepts subject.

When teaching computer science in high school, the following goals should be achieved:

1. Acquisition of skills in working with information and communication technologies.

2. Getting to know different kinds information and the ability to work with them using a PC.

3. Implementation and development of projects of varying complexity.

4. Obtaining fundamental theoretical knowledge.

5. Development of creativity.

The role of computer technology in human life is growing every day. And on this moment The PC is used in almost all areas of our daily life. XXI century is the era of global informatization of society, therefore, the key to successful professional activity any person is computer literacy... Therefore, it is important that the student, while studying computer science at school, fully masters the basics of computer literacy.

You can study the material and repeat knowledge with the help of our resource. It contains a large number of materials that will help you study informatics on your own online.

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