Abstract

The article deals with the problem of increasing the internal motivation of schoolchildren when studying programming. The traditional techniques that increase motivation include appealing to the life experience of students, creating a problem situation, solving plot tasks, modeling real events in the educational process (role-playing games). One of the requirements for tasks with applied content is the correspondence of the plot to the age characteristics of students. The fulfillment of this requirement will be possible if the situation described in the plot of the task is socially significant for adolescents, takes into account their interests and current trends in adolescent communication. The article provides examples of plot tasks, the use of which is expedient when teaching programming to basic school students. These tasks allow students to get acquainted with the "list" and "dictionary" data structures, with a pseudo-random number generator, and with creating their own modules in Python.

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