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The manual (by Antonova O.P.) contains scenarios of extracurricular activities in computer science for primary school, the content of which corresponds to the current programme for grades 2-4 of secondary schools. The proposed activities are aimed at systematising younger pupils' ideas about the basic concepts of computer science, forming basic computer skills, developing algorithmic thinking, and creating a positive attitude towards active cognitive activity.
The scenarios of the proposed activities successfully combine game and educational moments, show the importance and role of computer science in modern society, and focus on the development of students' communication skills, creativity, ingenuity, resourcefulness, etc. The manual contains methodological guidelines for preparing all extracurricular activities, taking into account the factors necessary for their successful organisation. The
creative tasks placed under the heading "Box of Curiosities" will be useful for teachers in preparing subject weeks, non-standard lessons, thematic competitions, etc.
Intended for primary school teachers, computer science teachers and parents of students in grades 2-4.
COLLECTION
- Lesson-excursion to the computer science classroom 4
- Computer Science Week;
Information and Information Processes 9
- Lesson-game & laquo;Information Rainbow» 30
- Lesson-game & laquo;Answer the Question» 36
- Lesson-trip "Travelling through the city of Informatics" 46
- Contest of smart people 53<
56
- Brain-ring «Information is around us» 56
- Game-travel «Information — a country of adventures and surprises» 61
- Quiz "Young Computer Scientist" 68
- Game-contest "Think, Guess, Calculate, or Task of the Week" 73
Game-workshop "Space Travel" 85
- Quiz lesson "Children's Safety on the Internet" 90
- Game lesson "Building a House;
Building a house 98
- Brain-ring «For smart and curious» 104
- Game-contest «Young experts of computer science»; 109
- KVN «We love computer science» 114
- Lesson-meeting «Children's cafe “Algorithmics”» 120