The use of interactive game simulators for the development of algorithmic thinking of students in Russian language and literature lessons

S. Novoselova, Narine M. Smerechinskaya
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Abstract

Problem and goal . The model of formation of competitive qualities of a graduate of a modern digital school assumes that he has a culture of thinking, the ability to generalize, analyze, perceive information, set goals and choose ways to achieve it. The development of relevant skills is actively taking place in the lessons of computer science, mathematics, physics, chemistry. However, the Russian language and literature have a certain didactic potential for the formation of the ability to perform mental operations, choosing the optimal way to achieve the goal, etc. The expediency of using interactive simulators to support the communicative activity of students in the study of the Russian language and literature in order to form algorithmic thinking is substantiated. Metodology. The possibilities of designers of interactive simulators for various purposes are analyzed: for the development of online games (Lingo Play, Kid Mama), quests (Learnis), mobile phones (Alice's Resort, Kotovasia), for creating puzzles, charades, crosswords, metagrams and puzzles with riddles, quizzes. To evaluate the input conditions, testing was used, including blocks on the Russian language, literature, and computer science. The experimental study was conducted in the MOE Secondary School No. 25 of Sochi named after Hero of the Soviet Union S.E. Voitenko at the lessons of Russian language, literature, computer science. The participants of the experiment were 46 schoolchildren from the sixth grades. To create interactive game simulators in the classroom, the online designer of “eTrenics” is used (services “Kokla,” “Krypton,” “Morphanki,” “UFO,” “Potato”). Statistical processing of the results was performed using Pearson's chi-square test. Results. Students study services for creating interactive game simulators, use them to process new words, memorize spelling rules, and the plot of works of art. Statistically significant differences in the qualitative changes that occurred in the system according to the levels of development of algorithmic thinking were revealed. Conclusion. Described the features of the presented version of the use of interactive game simulators for the development of algorithmic thinking of schoolchildren in Russian language and literature lessons: inter-network interaction, the design of simulators according to the rules of the Russian language or the plot of the work, the intensification of learning, taking into account the specifics of the “clip” thinking of adolescents.
在俄语语言文学课程中运用互动游戏模拟器培养学生的算法思维
问题和目标。现代数字学校毕业生竞争素质的形成模型假设他具有思维文化,能够概括、分析、感知信息,设定目标并选择实现信息的方法。相关技能的发展正在计算机科学、数学、物理和化学课程中积极进行。然而,俄罗斯语言文学在形成心理操作能力、选择实现目标的最佳方式等方面具有一定的教学潜力。在俄罗斯语言文学学习中,使用互动模拟器支持学生的交流活动以形成算法思维的便利性得到了证实。Metodology。分析了用于各种目的的交互式模拟器的设计者的可能性:用于开发在线游戏(Lingo Play、Kid Mama)、任务(Learnis)、手机(Alice‘s Resort、Kotovasia),用于创建谜题、猜谜游戏、填字游戏、元图和谜语、测验。为了评估输入条件,使用了测试,包括俄语、文学和计算机科学的块。这项实验研究是在以苏联英雄S.E.Voitenko命名的索契教育部第25中学进行的,学习俄语、文学和计算机科学。实验的参与者是来自六年级的46名小学生。为了在课堂上创建交互式游戏模拟器,使用了“eTrenics”的在线设计师(服务“Kokla”、“Krypton”、“Morphanki”、“UFO”、“Potato”)。使用皮尔逊卡方检验对结果进行统计处理。后果学生们学习创建交互式游戏模拟器的服务,使用它们处理新词、记忆拼写规则和艺术作品的情节。根据算法思维的发展水平,系统中发生的质的变化在统计上存在显著差异。结论描述了在俄语语言和文学课上使用互动游戏模拟器发展学童算法思维的演示版本的特点:网络间互动,根据俄语规则或作品情节设计模拟器,强化学习,考虑到青少年“剪辑”思维的具体情况。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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