The article focuses on the problem of finding methodological approaches to the use of information programming tools in the course of computer science high school. The definition of information tools for teaching as electronic means of storage, processing and transfer of educational information through computers is set out. The authors, based on the analysis of four existing training programs in computer science 5-9 classes, identified the topics for studying students of the middle classes of programming: "Algorithms and Programs", "Algorithms and their Implementers", "Algorithmization and Programming", "Fundamentals of algorithmization and programming". It is revealed that the computer science curriculum for grades 8-9 for general education institutions with in-depth study of individual subjects does not include any programming topics. The analysis of methodological recommendations on informatics teaching in 2016-2018 academic years allowed to determine the competency tasks that students should learn to solve when they study computer science in high school, for example, to develop and run a linear geometric figure drawing algorithm, to recreate the motion of a computer ' object on the plane, including the interception of obstacles, create a simple computer game using variables, analyze the results of the implementation of programs for processing values of numeric type, create a software project and more. The authors analyze the possibilities of such information learning tools as online gaming platforms, Internet resources, online programming learning environments, graphical programming environments, interactive learning environments, and application development environments. The methodical approaches to the use of informational learning tools in the course of computer science high school: the implementation of online online exercises to learn theoretical concepts, solving problems from the basics of algorithmization and programming in the online environment, teaching the stages of creating a program project through the study of online courses, the implementation of tasks for training programming in the online learning environment; learning in action with a graphical programming environment for robots; development of a software project in the programming environment.