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Using the SCRATCH programming environment in computer science lessons
Using the SCRATCH programming environment in computer science lessons in primary schoolThe article is devoted to the problem of teaching primary school students the basics of programming. The goal of modern education is to form a competitive member of society in literally every field of activity. All areas are closely intertwined with programming and use special programs at different stages of work, so already, starting from primary school age, it is necessary to study programming. The proposed material presents fragments of computer science lessons in elementary school using tasks aimed at teaching the basics of programming in the Scratch environment. The proposed tasks will help to acquire basic knowledge and coding skills, develop students' logical thinking, creativity and the ability to independently acquire knowledge, deriving patterns from practical experience and testing their assumptions experimentally. Programming in the Scratch environment will teach children how to learn, and this is the most relevant in the process of teaching schoolchildren. Key words: programming, informatics, Scratch environment, primary school age. Modern society is hard to imagine without IT. One of the most popular directions is programming, which represented by many languages and software avg. This topic is currently very relevant, since programming is so deep it has become commonplace that people have ceased to notice how life has changed. Hundreds of thousands of familiar things would exist without programming or would be would be much less convenient to use. Common household appliances: microwave oven, washing machine, all work thanks to the programs embedded in them. The person who chose this sphere as a professional one, the ability to program is very important. This is, first of all, requirements of the modern labor market. Junior school age is a sensitive period for learning the basics of programming. The modern child, as psychologists note, is “multi-tasking”, i.e. tends to do many things at the same time, easily switching from one to the other, without caring at all about the quality of the end result. Everything becomes it is more difficult to help the child in the formation of skills algorithmic thinking necessary to understand the flow of information. Interactive environments and programming languages available for younger children come to the rescue. school age. As part of the study of the propaedeutic course programming consider such software environments as Logo, Pervologo, KuMir, Algorithmic, Squeak, Alice, Codmonkey, Scratch and other. This article will present fragments of tasks for one of the most common software environments studied in elementary school. school. One of the simplest programming languages is Scratch. It is a visual block-based event-driven programming environment whose interface is so intuitive. clear, which makes it possible to use it when teaching programming to younger students. The Scratch programming language allows create interactive multimedia projects: cartoons, games and simulations. In him there is a complete set of tools that make it easy to create various applications. The main components of the program are sprite objects. Programming in the Scratch environment is visual and fast, which is important for students of this age [2]. Let's give examples of tasks using programming environment Scratch at the lessons of learning new knowledge and lessons of complex application of knowledge and skills. The developed tasks are focused on students in grades 3-4 and age students are nine to eleven years old. Lessons from younger students are in groups of 12- 15 people. The duration of one lesson is 45 minutes. During the lesson, there is a frequent change of activity: the perception of material on a large screen and by ear, participation in the discussion of the task, work with paper instructions, work on a computer in the Scratch environment, oral presentation of your project. Every junior student participating in the work on the implementation the proposed task, has the opportunity not not only to solve the task, but also to creatively refine your mini-project, to propose your plan for completing the task. At the lesson of mastering new knowledge, immersion into a programming language starts with learning topics "Introduction to the Scratch environment" [1]. Consider the tasks that are used while studying the topic. Task 1. Launching the Scratch program and getting to know the environment It should be noted that all actions the teacher explains, must be confirmed visually by demonstrating the program interface on the screen or by images of icons commands. So, the teacher offers to run the program and perform some actions: − select the Create command to open program editor window; − watch a video about the possibilities Scratch programs; − if the language of the program interface is English, then change it to Russian by clicking on the icon "globe"; − expand the scene to full screen and find start and stop buttons; − consider the interface of the editor window; − write in the notebook the names of the program interface objects and their functions: sprite - character, object, hero scene - a place where sprites move, draw, interact background - the background of the scene Next, the teacher introduces the students to the properties of the sprite. Explains that in order to the sprite did interesting things, it should be programmed by moving command blocks from the blocks panel to the script field and connecting them between yourself. In this case, the teacher first shows himself these actions, then invites students to perform similar actions. Task 2. Creating the first program The teacher explains that each script starts with one of the rounded cap blocks from the Events group. Proposes to perform action algorithm: − drag and “glue” a block from groups Events; − below the first block place the block from the Motion group; - Check if you have succeeded - run your first program and check how the script works. To run a script press the green flag − drag and “glue” the block from the Events group; − below this block place the block from the group Looks and set the number of seconds to 5; − To run the script, press the Space key and execute the program; − drag and “glue” the block from the Events group; − below this block place the block from the Motion group and set the number of seconds to 5; - check the program and to run the script click on it. Task 3. Saving and opening the program The teacher explains that for further work with the program, it should be saved. Explains the saving algorithm, shows where save the project if you don't choose your path, and suggests doing the following: - to save the program, execute the command File-Save and select the save path to your computer. Next, the teacher offers to check the project after saving by running it again. And he gives the students a new command: − to open a saved project from a computer, execute the command File-Load from computer; - go to the desired folder and click on the desired project. At the lesson of complex application of knowledge and skills, the acquired knowledge about the Scratch environment and commands for working with blocks is consolidated. Students learn to find errors in the program and fix them. Task 1. Interface elements are numbered. Write the appropriate numbers next to them titles The teacher distributes cards and invites students to repeat knowledge by fillingout Task 2. Creating a program The teacher suggests creating a new program by doing the following: − launch the Scratch programming environment; − drag and “glue” a block from groups Events; − below this block place the block from the Management group; − add a block from the Movement group; − check if your program looks like this ? − launch and check the program operation. Next, the teacher and students discuss some of the conditions that arise during the operation of the program, for example, where did the Cat go? How can you return it? With the help of leading questions, the teacher leads the children to solve the problem. To correct the problem, it suggests performing a number of actions: − from the MOTION group, add to the script block ; − check your program against the sample; − run the project by clicking on ; − after a few minutes of running the program, stop the project by pressing . After completing the suggested steps, students notice the program error again, and The teacher suggests correcting actions related to with cat movements by doing the following: - change the style of the Cat's rotation left to right by adding a block groups Movement; − run and check the project; - after a few minutes of running the program, stop the project. Next, the behavior of the character of the program is analyzed, and the teacher suggests installing new ways to rotate and run again and check project work. If the changes satisfy program developers, the project should be saved. When doing these tasks, students learn to perform their actions according to the algorithm and gradually master the basics of programming. Thus, the simple visual interface of the Scratch programming environment will allow students to develop algorithmic thinking and acquire programming skills. With the help of blocks - the main components of the environment - students can independently create frames of the character's movement, thereby making the first steps in the world of programming. REFERENCES 1. Marzhi M. Scratch dlja detej: samouchitel' po programmirovaniju [Scratch for children]. Geskinoj M. (eds.). – Moscow: Mann, Ivanov i Ferber, 2017. 288 p. 2. O Scratch. Sozdavaj istorii, igry i mul'tfil'my: [web-sajt] [Create stories, games and cartoons]. URL: https://scratch.mit.edu/ (Accessed 14.06.2022). Download 191.61 Kb. Do'stlaringiz bilan baham: |
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