Basics of computer science. Let's go online. Main and additional layer

IN modern world Studying this subject at school is already a necessity, because computerization has already penetrated almost all spheres of human life. That is why knowing at least the basics of computer literacy will allow children to feel confident in our time.

You can study computer science online by going to our website, which contains almost all topics in computer science that make up school curriculum, in video format. Therefore, if you have enough time, a computer and access to the Internet, you can turn to video lessons and study the desired topic.

The discipline is based on the principles and methods of processing, storing and transmitting information using a computer and computer networks. One of priority areas in modern teaching of computer science at school is the direction “ Global network Internet". This fact is determined by the popularization of Internet communications and the general informatization of society.

Computer Science Program

Computer science lessons in video format presented on our portal will help your child learn school course By this subject. In all schools, the study of the beginnings of computer science begins in the 5th grade, where it is explained how a computer works, how to use it, the child also gets acquainted with the most common computer programs. In the 5th grade computer science section you can find interesting video lessons on all these topics. 6th grade computer science introduces schoolchildren to the basics of programming, which contributes to the development of logical thinking in the child; this is also helped by the study of theoretical questions about forms of thinking. Learning programming, in particular Basic language, continues also in the next class. On our website, all the nuances of these difficult issues, which are presented in video lessons on computer science for 7th grade, are explained in an accessible form. In 8th grade, students learn about concepts such as information models, study computer architecture, learn what algorithms are, and become familiar with their properties. You can also find all this on our portal in the 8th grade computer science section.

Next in computer science lessons begins detailed study computer graphics, computer animation, means and processing technologies numerical information, as well as three-dimensional modeling and information storage technologies, including databases. These complex topics may not be clear to a student the first time, which is why the site presents video lessons on computer science for grade 9 in a simple and visual form of presentation. With each grade, the course becomes more and more difficult: in computer science lessons of the 10th grade, schoolchildren will master the concepts of modeling living and inanimate nature, logical-mathematical models, as well as human information activities using computer technology. In computer science lessons of the 11th grade, schoolchildren continue to study questions information activities person, and also repeat and deepen their knowledge regarding the characteristics operating systems and software...

The GIA in computer science is an optional exam for 9th grade students. The exam consists of three parts: Part A (implies choosing the correct answer), Part B (implies a short answer to the question) and Part C (implies a detailed solution). When taking an exam in this discipline, the student must indicate in which programming language he will perform task C. This part is performed using a computer. To successfully pass the State Examination in Computer Science, you need to prepare systematically and approach the process of studying the material seriously, using textbooks, lectures and notes, as well as test materials on all topics of the course, and solve diagnostic and training tests.

In the process of studying topics within the framework of a computer science program, not only the theoretical component is important, but also the practical component. Because information Technology and the processes cannot be fully comprehended and understood by studying only theory - as a rule, the skill is acquired in practice. Proper use of a computer can make incredible difficult task into the simplest algorithm of actions and thereby simplify the existing task.

Well elementary computer science designed to broaden the horizons of elementary school students, develop the thinking process and introduce basic concepts subject.

When teaching computer science in high school, the following goals should be achieved:

1. Acquiring skills in working with information and communication technologies.

2. Getting to know various types information and the ability to work with them using a PC.

3. Implementation and development of projects of varying complexity.

4. Obtaining fundamental theoretical knowledge.

5. Development of creative abilities.

The role of computer technology in human life is growing every day. And on this moment PCs are used in almost all areas of our everyday life. XXI century - era global informatization society, therefore the key to successful professional activity any person is computer literacy. Therefore, it is important that a student, studying computer science at school, fully master the basics of computer literacy.

You can study the material and repeat knowledge using our resource. It contains a large amount of materials that will help you study computer science online.

"Basics of Computer Science" is electronic interactive course basic computer science for schoolchildren (grades 5-9). Keeping the methodological ideas of the “Robotlandia” course (developers: M.A. Goltsman, N.B. Drozdov, A.A. Duvanov, Y.N. Zaidelman, Yu.A. Pervin, A.A. Russ.), new course offers students and teachers modern tools to implement the pedagogical task, making learning more effective, exciting and controlled.

Educational reading is combined with work on numerous simulators, performers, testers and designers; accompanied by examination and testing in credit classes, and all this within the framework of one hypertext product running in a browser.

Reviews on Basics of Computer Science

Before buying a serious thing, I always read reviews of people who use this thing. I weigh the pros and cons, and if the pros outweigh, I take out my wallet.

Thematic course plan

The course presents 8 topics, each of which is supported by a separate hypertext book.

Modern computer science is unthinkable without a computer, just as modern construction is unthinkable without cranes and other powerful equipment. The book introduces the novice user to the basic techniques of working on a computer.

0. Hello computer!

Computer composition. Computer terms. Safety precautions. Techniques for working with a book. Mouse clicks, transitions, checkboxes.
  1. Computer our assistant
    Tools, machines, programs, programming, computer professions. Performer Buka.
  2. Desktop
    Icons and shortcuts on the Desktop. Task bar. Main menu. Mouse operations. Operation algorithm Drag and drop. Performer: Carrier.
  3. Cursor
    Pointers. Mouse cursors. Resizing operation.
  4. Pictogram
    Variety of pictograms. Pictograms on a computer screen. Artist Pictogram. Pictogram competition.
  5. The program and its window
    Window structure. Window title and control buttons. Operations on the window. Window OS.
  6. Menu
    Interface concept. Simple list. Pictographic menu. Menu on regular buttons, radio buttons, checkboxes. Expandable list. Hierarchy. Hierarchical menu.
  7. Hello and Writer
    Algorithms for the work of “literary” performers. Plan, algorithm, program. Concept parallel algorithm. Can a computer think? Performers Hello and Writer.

Information, like a boundless sea, surrounds us on all sides. We don't think about it like we have a nose and it can sneeze. The book will tell you about methods of storing, transmitting and processing information.

Below are brief descriptions book lessons.

  1. What is information
    Concept of information. What information does computer science study? Transfer speed, processing algorithms. Line editor (numbers, case and alphabet switching, Russian lower case, Bs key).
  2. How to get information
    The universality of computer science. Types of information presentation. Sense organs. Processing algorithms. Line editor (capital letters, Del key).
  3. What can you do with the information?
    Information processes (storage, transmission, processing). Game "Hike for Information". Measuring the volume of information. Byte. Handler Algorithms. Line editor (punctuation marks, special characters).
  4. Data storage
    Information media. Methods of storing information. Binary coding. Storing information on a computer, the Internet. Handler Algorithms. Line editor (Latin letters).
  5. Store to Search
    Ways to structure information ( information element, set, linear list, stack, queue, list, hierarchy, forest, graph, table, compound structures). Spreadsheets. Alphabetical storage. Content. Index. Hypertext. Searching for information on the Internet. Line editor (Home, End, Ins).
  6. Transfer of information
    Source, receiver and transmission channel. Transformation of information during transmission. Internet transmission. Transmission speed. Information transfer games. Classification of typing errors. Correction algorithms. Simulator Rule.
  7. Transmission Distortion
    Causes of distortion. Types of transmission errors. Computer errors. Anti-distortion protection. Performer Leaf. Coding and transmission games. Simulator Rule.
  8. Data processing
    Information processing scheme. Computer processing. Operating system. Performers: Accountant and Translator.
  9. Information processing algorithms
    The concept of algorithm, compiler, performer. Computer algorithms and programs. Programmer's work plan. Example of program development. Performer Malysh ( educational computer). OS clipboard.
  10. Encoding information
    Coding methods. Binary coding and computer physics. Performers Listik and Accountant. Coding games.
  11. Encrypted messages
    Cryptography. Gibberish language. Table cipher. Alphabetical shifts. Computer cryptography. Symmetric and asymmetric encryption. Performers: Cryptographer, Table Cipher, Magic Square, Rebus.
  12. What's inside the computer?
    Information diagram of a computer and a set of its devices. Units for measuring memory capacity. Hierarchical diagram of computer memory. Performer Computer.
  13. Information objects
    The concept of an object. Material and virtual objects. Objects in computer science. Properties, algorithms and events of an object. Structured programming. Object programming. Visual programming of objects in the Constructor executor.

  14. Repetition of covered material.
You already know how to write notes, letters, poems, essays, dictations on paper The book will teach you to do the same on a computer.

Below are brief descriptions of the book's lessons.

  1. In the editorial office of the "School Newspaper"
    Text processing in a newspaper editorial office. Grammatical errors, style errors, article layout. Alignment methods. Working with the line editor.
  2. Computer assistant editor
    Newspaper layout. Possibilities and limitations of computer technology for document preparation. Correction simulator (classification of input errors, correction algorithms, training).
  3. Multiline editor
    Information editors. Work in flat text editor(using the example of a multi-line browser field). Cursor movements. Enter key. Scroll bars.
  4. Editing Techniques
    End of line character. Cutting and gluing lines. Insertions and deletions.
  5. Copy
    Rollback and rolling. Clipboard. Operations Cut, Copy, Paste. Execution and compilation of editing algorithms.
  6. Notebook
    Introducing the Notepad editor. Features overview. File, folder. File name, folder name. Saving the document to disk. Performance cyclic algorithms editing.
  7. WordPad
    The concept of a word processor. Comparison of WordPad with Notepad. Toolbar. The concept of format. Paragraphs and how to format them. Gluing files.
  8. Text design
    Definition of design. Design text document. Selection, alignment. Classification of fonts. Size, italics, boldness. Working with fonts in WordPad. Lists.
  9. Word
    Introducing Word. Menu, standard panel and a formatting bar. Formatting marks. Styles Inserting pictures. Designing styles for book page. Making a page.
  10. Chicken barefoot
    Special symbols. Dash, hyphen. Pagination. Table of contents. Cover design. Frame. WordArt. Advantage of styles. Making a book.
  11. Spelling, lists
    Spell check in word processor. Spelling, punctuation and style errors. Possibilities and disadvantages of computer spell checking algorithms. Spaces and punctuation marks. Bulleted and numbered lists. Nested lists. Representation of hierarchy as a nested list.
  12. Detective agency "Word"
    Search/Replace. Working with document windows. Clipart. Working with files.
  13. Tables
    Tabular information. Table building tools.
  14. Macros
    Designing macro commands in the editor's training mode. Using macros.

  15. Repetition of covered material. Creative tasks.
Being able to draw is wonderful! Even if I'm not an artist I still draw a little Do you want to learn how to draw on a computer screen? The book will help you master basic technical techniques.

Below are brief descriptions of the book's lessons.

  1. Drawings on the computer
    Drawings on the computer. Computer graphics capabilities. Application areas of computer graphics. Drawing algorithms in the Word editor. Construction and editing techniques vector drawing.
  2. Graphics system computer
    How the image is constructed on the screen. Computer graphics system (monitor, scanner, printer,). Constructing a vector drawing in the Word editor.
  3. Paint: selection, transfer, copy
    Paint interface, editor settings. Selection, transfer, copying, rollback/rollback, insertion from file, copying to file.
  4. Paint: Painting Transformations
    Reflections, rotations, tilts, stretching, compression, screen copy.
  5. Paint: drawing lines
    Tools: Line, Curve. Changing scale, pixel grid.
  6. Paint: building shapes
    Tools: Rectangle, Rounded Rectangle, Polygon, Ellipse. Shadows, highlights, depressed, raised objects. Working with coordinates.
  7. Paint: computer colors
    Color theory. Computer colors. Color models: additive (RGB), subtractive (CMYK), perceptual (HSB). Recommendations for working with color. Monitor color calculation. Calculating video memory size. Monitor operating modes. Selecting colors in the editor, main palette, additional colors, color design, filling.
  8. Paint: drawing
    Tools: Pencil, Brush, Spray, Eraser, Lettering. Working techniques, antialiasing, font classification. An overview of the capabilities of the Paint editor, its weak sides and restrictions.
  9. Graphic file formats
    Anatomy graphic formats: BMP, GIF, JPEG. Overview of formats: raster (PNG, TIFF, PSD), vector (WMF), universal (EPS, CDR, WEB, XAR). Selecting the appropriate format. Graphics optimization. Image scaling.
  10. Camera, scanner, monitor, printer
    The design and operation of a camera and film. Digital photography. Advantages and disadvantages digital photography. Design and operation of a scanner, monitor, printer. Optical resolution photographic film, digital matrix, scanner, monitor, printer.
  11. Vector editor
    Vector drawing device and introduction to the vector editor. Stretching and shrinking, deleting, rotating, tilting, reflecting, adding and subtracting, closer/farther, align, grid.
  12. Vector Editing Basics
    Rectangles, ellipses, polygons, linear fill, circle fill, ellipse fill, fill raster image, filling with fractals, combining objects, excluding objects, intersection of objects, dividing an object.
  13. Designing a vector drawing
    Tools: Straight, Curve, Text. Convert to curves. Exporting a vector object to raster GIF formats, JPEG, BMP. Techniques for constructing a vector drawing.

  14. Repetition of covered material. Creative tasks. Where is the most information? Of course, on the Internet! The book will tell you how this global computer network and will teach you the basic techniques for working with it.

    Below are brief descriptions of the book's lessons.

    3.
    E-mail address. Selecting a postal service (provider, corporate, commercial, free). Mail programs. How letters are delivered. Transfer from system q to system q k . Transfer from system q k to system q.
    4. Preparing and sending letters
    Rules good letter. Device mail programs. Letter subject. Spell check. Line length.
    5. Receiving letters and answering them
    Rules for good answers. Automation of mail programs. Letter templates. The address book.
    6. Letters with attachments
    How to attach a file to a letter. Archiving and compression of files. Rules for letters with attachments. How an attachment is sent over e-mail. How to extract an attachment from a letter. How an email works. What are the encodings? How are they coded? emails. Translit. Setting up mail programs.

    7. Internet web space
    The concept of Web space. Website concept. The concept of hyperlinks. View the site. Variety of browsers. Browser control. Site structure. Site navigation systems. Internal and external links. Text and image links, alternative text. Graphic hypertext maps.
    8. Search for information
    Search on the page, search on the site, search on the Internet. Search tools: collections of links, catalogs, ratings, indexes, metasearch. Search features: pictures, files, books, definitions, maps, education, work, people.
    9. One page document
    The simplest HTML page. HTML code structure. How the browser works. Structure and type of document. Tag attributes. Background color and font color. Text formatting. Encoding lists. Code writing style. Testing and debugging.
    10. CSS Basics
    HTML and CSS. Single element styles. Styles separate file. Site styles and element background. CSS design. Positioning and z-index.
    11. Multi-page document
    The concept of hyperlinks. Transition coding. Development of the site structure.
    12. Graphics on pages
    Graphic Web formats. Preparation of graphics for the Web. Coding of pictures. Picture design.
    13. Working with tables
    Coding tables. Table design. Design on tables.
    Working with information without algorithms is like carrying water with a sieve! The book will tell you how to compose, write algorithms and transfer them for execution.

    Book 7. Performers

    The executor is the one who executes the algorithms. The device, the habitat, emergency messages, the performer's command system all this is described in the book and also how to properly control the performer.

    Book 8. Black boxes

    Algorithms can not only be compiled, but also guessed! For example, many scientists do nothing but guess the algorithms by which nature “works” and obtain the law of universal gravitation or the law of floating of bodies. It turns out that guessing has its own rules and techniques! This is what this book talks about.

    Book arrangement

    Main and additional layer

    The main layer is aimed directly at the learner - the primary school student. An additional layer is the teacher, who accompanies the student in working on the book and helps him. As a last resort, if the student works with the book completely independently, he can use the second layer for additional reading and checking answers to questions in the book.

    The main layer has the following structure:

    • Reading room. The section contains factual lesson material, questions and homework.
    • Abstract. Definitions and key phrases reading room.
    • Questions. The basis for consolidating the material being studied.
    • Workshop. Work with performers and testers on the topic of the lesson.
    • Test class. Automated verification of completed material.

    Methodology

    The book consists of lesson chapters. Each lesson is one topic. In fact, studying the chapter may take several school lessons: this depends on the level of preparation of the students, their age, the details of the study, the amount of third-party material with which the teacher supplements the textbook material.

    Valentina Alekseevna Kozlova(computer science teacher from Perm) recommends the following training plan:

    • Introduction to the lesson material. The topic of the lesson is presented by the teacher in the classroom or the student gets acquainted with it from the texts of the Reading Room independently at home. In the latter case, it is better to print this section of the textbook to reduce the harmful effects of the monitor on the child’s eyes (especially if the monitor is of low quality). Taking notes in a notebook is useful because it promotes better assimilation of the material.
    • Discussion of the lesson topic. You can use questions from the Assignments section and key phrases from the Notes section as a basis.
    • Workshop. Any experience or experiment helps to consolidate new knowledge, transferring it from the abstract-logical sphere to the objective-sensory one. In addition, a computer workshop significantly increases motivation to study.
    • Test class. Schoolchildren solve tasks until they receive the title Professor (no errors, grade 5) or the title Student (1-2 errors, grade 4).
    • Discussion of test assignments. After students have passed the test, it is necessary to publicly go through the questions again. Let the children justify their choice of one answer or another.

    Actual training conditions may significantly influence the proposed plan. If there is a lot of time, then one lesson can be divided into two: on the first presentation of the material and practical work, on the second discussion (repetition) based on the sections Questions and Test Class.

    In conditions of time shortage, the teacher may abandon some sections of the lesson. For example, immediately after presenting the material, go to the Test class.

    Hometasks

    Homework assignments in the book were suggested by Valentina Alekseevna Kozlova. They are divided into three groups.

    The assignments do not require the student to have a computer at home; they are reproductive in nature, that is, they are based only on materials and techniques studied and mastered in class.

    For children who have a computer at home, it includes, in addition to reproductive tasks, also search and research tasks.

    Creative option. Completing tasks requires children to have intellectual initiative and reflection; assignments can be completed both in a notebook and on home computer, provided that the student submits a printout or file for verification (if the teacher agrees to the latter).

    Demo version

    Working fragment of the second book

    The following e-books are currently ready for distribution:

    1. Getting to know the computer (5th grade)
    2. In the world of information (5th grade)
    3. Writing on the computer (6th grade)
    4. Drawing on the computer (7th grade)
    5. Going online (8th grade)

Robotland University, Pereslavl-Zalessky

“The Basics of Computer Science” is a new hypertext interactive computer science course for children. It is designed for 5-6 years of schooling, starting age: third, fourth or fifth grade (depending on the level of development of the children). The author of the course is A.A. Duvanov. The author hopes that the new course in the coming years will become one of the most popular in the field of general and additional education children's computer science.

“The Basics of Computer Science” is a new hypertext interactive computer science course for children. It is designed for 5-6 years of schooling, starting age: third, fourth or fifth grade (depending on the level of development of the children). The author of the course is A.A. Duvanov.

Keeping the methodological ideas of the “Robotlandia” course (developers: M.A. Goltsman, N.B. Drozdov, A.A. Duvanov, Y.N. Zaidelman, Yu.A. Pervin, A.A. Russ.), a new course offers to the student and teacher modern means to implement the pedagogical task, makes learning more effective, exciting and controlled.

The new course combines educational reading with work on numerous simulators, performers, testers and designers; is accompanied by examination and testing in credit classes, and all this is within the framework of a hypertext product running in the IE-4 (or older) browser.

The demo version of the course can be copied from the address:

In addition, you can copy the descriptions of the rules for constructing puzzles and the performer with 23 puzzles in computer science (from lesson 11 of the second book), designed as an independent hypertext application:

When showing computer science tools, we must not forget about computer science itself.

Armed with this thesis, as well as good Robotland traditions, whenever possible, talking simply about complex things, accompanying a short conversation with a long children's practice, the author is building a new hypertext interactive course. Currently, its creation has exceeded half of the planned topics.

If you look at the headings of the course content, you might think that it studies computers and computer programs.

But these titles are for children. They reflect what initially lies on the surface for them. And behind the surface, the world of conceptual computer science opens up.

Thematic course plan

Book 1. Getting to know the computer (book ready)

Book 2. In the world of information (book ready)

Book 3. Writing on the computer (the book is ready)

Book 4. Drawing on the computer (the book is ending)

Book 5. Going online

Book 6. Algorithmic studies

Book 7. Black boxes

Book 8. Performers

Book arrangement

Each book contains two “layers”: main and additional.

The main layer is aimed directly at the learner. An additional layer is the teacher, who accompanies the student in his work and helps him.

The main layer has the following structure:

  • Reading room. The section contains factual lesson material, questions and homework.
  • Abstract. Definitions and key phrases of the reading room.
  • Questions. The basis for consolidating the material being studied.
  • Workshop. Work with performers and testers on the topic of the lesson.
  • Test class. Automated check covered material.

Schools are trying out “The Basics of Computer Science”

Hypertext books formed the basis distance courses Robotland Network University (RU).

Under the guidance of school teachers, the children worked with books for two years, and at the end of each semester they took part in competitions: first they completed tasks, then they became familiar with the solutions, and finally they checked the work of other “teams”, giving grades according to pre-suggested criteria.

The educational cycles of RU showed that the new computer science course was received favorably, and the author’s main goal is to build a conceptual but accessible textbook in which each new concept is supported active practice and interactive control, found support among teachers and children - direct users of the product.

Bolgarina Elena Viktorovna, Kharicheva Olga Sergeevna, Ekaterinburg:

Unpacked new book"Basics of Informatics". Complete delight! The “big” boys from the “Web Programming” course clicked with delight. We ourselves read with interest and said: “Yes, yes, this is exactly what we need.” I really liked it. Colorful, accessible, interesting. It is clear that a lot of work was done, but the result was excellent.

Chernova Svetlana Aleksandrovna, Novorossiysk:

The books are very convenient, bright and beautiful. For a teacher, this is just a treasure. Using a hypertext textbook, you can structure a lesson in different ways, bringing it into line with your pedagogical tasks and specific children in the class.

Tanova Eleonora Vladimirovna, Chelyabinsk:

When I saw the textbook, I was simply delighted. The books are easy to read and the pictures help you understand the material. Not only children, but also adults are delighted with textbooks. In my opinion, they are suitable for training and adults, not computer knowledgeable. Everything is clear and accessible, and most importantly, interesting!

Instrumental Skills and Conceptual Computer Science

Lena Solodkova, a student of Natalya Ivanovna Brodskaya from Surgut, wrote: “The text in the textbook is too simple, but also complex!”

The child guessed that, despite the seemingly easy style of presentation and large quantities computer exercises, the books "Azov" tell about difficult things and do not encourage looking at school computer science, as a source of mindless computer battles.

In fact, computer science at school should not differ from, say, physics. A game element may be present, but it should model the topics being studied and not distract from them.

06.11.2010, 13:32

Author of the book Duvanov Alexander Alexandrovich.
Head of Robotland University, senior non-governmental researcher educational institution additional education Robotlandia+. One of the authors of the PMK Robotlandia.

This is a practical conceptual computer science course for beginners

Basics of Computer Science is a computer science course for beginners. It is designed for 5 years of schooling, starting from the fifth grade. secondary school(although you can start from 3rd grade).

While preserving the methodological ideas of the classic Robotland, the new course offers students and teachers modern tools for implementing pedagogical tasks, making learning more effective, exciting and controlled. The main methodological technique of the course is the formation of the conceptual foundations of computer science through practical problems solved on a computer.

The new course combines educational reading with work on numerous simulators, performers, testers and designers; accompanied by examination and testing in credit classes, and all this within the framework of one hypertext product running in a browser.

Thematic course plan

The course presents 8 topics, each of which is supported by a separate hypertext book.

  1. Getting to know the computer
    Modern computer science is unthinkable without a computer, just as modern construction is unthinkable without cranes and other powerful equipment. The book introduces the novice user to the basic techniques of working on a computer.
  2. In the world of information
    Information, like a boundless sea, surrounds us on all sides. We don't think about it like we have a nose and it can sneeze. The book will tell you about methods of storing, transmitting and processing information.
  3. Writing on the computer
    You already know how to write notes, letters, poems, essays, dictations on paper The book will teach you to do the same on a computer.
  4. Drawing on the computer
    Being able to draw is wonderful! Even if I'm not an artist I still draw a little Do you want to learn how to draw on a computer screen? The book will help you master basic technical techniques.
  5. Going online
    Where is the most information? Of course, on the Internet! The book will tell you how this global computer network works and teach you the basic techniques for working with it.
  6. Algorithmic studies
    Working with information without algorithms is like carrying water with a sieve! The book will tell you how to compose, write algorithms and transfer them for execution.
  7. Black boxes
    Algorithms can not only be compiled, but also guessed! For example, many scientists do nothing but guess the algorithms by which nature “works”, and obtain the law of universal gravitation or the law of floating of bodies. It turns out that guessing has its own rules and techniques! This is what this book talks about.
  8. Performers
    The executor is the one who executes the algorithms. The device, the habitat, emergency messages, the performer's command system all this is described in the book and also how to properly control the performer.

Basics of computer science for school

The material “Azov of Informatics” is designed for 5 years of study.

The minimum age at which you can start studying computer science based on the proposed course is 3rd grade of a secondary school. But it seems more correct to start from 5th grade.

Classes Themes
1-4 grades Propaedeutic introduction to computer science based on the course “Robotland”, “Winter Evenings” or other similar courses.
5th grade Let's get acquainted with the computer. We work with information.
6th grade We write on the computer.
7th grade We draw on the computer.
8th grade Let's go online.
9th grade We compose algorithms. We program the performer. We construct a black box.
10-11 grades Profile training based on books by the author of the “Web-design” series or other textbooks (working with databases, spreadsheets, production programming).

Basics of computer science for self-education

The proposed course is suitable for self-study by people (including adults) who have decided to master the basics of computer science to supplement their general education.

The course will also be useful for those who will study professional aids related to information processing on a computer. Algorithmic habit formed by the course, ideological foundations of computer interfaces, numerous factual materials, versatile skills optimal performance, will help you quickly dive into any professional area, be it text layout, graphics processing, working on the Internet or maintaining accounting records.

Origins

The book is based on materials from a computer science course for primary schoolchildren called Robotland, the main authors of which were:

  • Goltsman Mikhail Alexandrovich
  • Drozdov Nikolay Borisovich
  • Zaidelman Yakov Naumovich
  • Pervin Yuri Abramovich
  • Russ Alexander Arturovich (artist)

The texts of the old Robotland course are used with modifications and additions in the Reading Rooms of the first, second and two lessons of the third topic “Azov of Informatics”. These source texts were written in the early 90s by the following Robotlanders (it is sometimes simply impossible to determine authorship down to the paragraph):

  • Zaidelman Yakov Naumovich,
  • Pervin Yuri Abramovich.

Tooling

To work with a hypertext book, computers with Windows 95/98/2000 and Internet browser Explorer version no lower than version 4. This configuration determines the computer's power not lower than a 486/66 processor. However, for more comfortable work, computers based on Pentium (or their analogues) are recommended.

When studying topic 5 “Going online” you need:

  • Access to email to send and receive training emails.
  • Access to the Web space for conducting an introductory (demonstration) tour of children's sites.

Paper versions

Paper versions e-books The newspaper “Informatics” publishes:

  • Getting to know the computer: No. 1, 2/2002
  • In the world of information: No. 5-9, 11, 12, 14-20/2002
  • We write on a computer: No. 31, 35, 36, 38, 41, 42, 44-47/2002
  • Drawing on a computer: No. 31/2003, 1, 2, 26, 27/2004

Demo version

Demo version electronic textbook(6.3 MB) can be copied from the address:

Purchasing a course

IN currently(June, 2004) the first four books are ready.

Applications are accepted at: [email protected]

You can submit your application right now. Fill out the form and click Send. An invoice and license agreement will be sent to you. After payment is completed, the product is sent by postal parcel or copied by the buyer from ftp.

By license agreement the product can be copied to any number of machines of the purchasing organization. If the product is intended for home use (the “child” option), then it is installed on only one home computer.

Depending on the options for setting table positions, prices are automatically recalculated taking into account discounts and delivery charges.

Application
Getting to know the computer (Basics 1) 2.3 MB
In the world of information (Basics 2) 5 MB
Writing on a computer (Basics 3) 6 MB
Drawing on the computer (Basics 4) 40 MB
Total (with delivery):
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Bought for child care institutions
Delivery method copying over a network CD 3.5" floppy disk
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Robotland University, Pereslavl-Zalessky

“The Basics of Computer Science” is a new hypertext interactive computer science course for children. It is designed for 5 years of schooling, starting age: fifth grade. The author of the course is A. A. Duvanov.

"ABC OF INFORMATICS"

Duvanov Alexander Alexandrovitch ( kurs@robotland. pereslavl.ru)

Robotland University, Pereslavl-Zalessky

"ABC of Informatics" - is a new hypertext interactive course of Informatics for young learners. The duration of learning is 5 school years, the beginners are pupils of the 5th grade. The author of the course is A. A. Duvanov.

Introduction

The new course can be defined as practical course conceptual computer science.

The main methodological technique is the formation of conceptual foundations through practical problems solved on a computer.

Keeping the methodological ideas of the “Robotlandia” course (developers: M.A. Goltsman, N.B. Drozdov, A.A. Duvanov, Y.N. Zaidelman, Yu.A. Pervin, A.A. Russ.), a new course offers students and teachers modern tools to implement the pedagogical task, making learning more effective, exciting and controlled.

Educational reading is combined with work on numerous simulators, performers, testers and designers; accompanied by examination and testing in credit classes.

The demo version can be copied from the address:

Thematic course plan

· Topic 1. Getting to know the computer (grade 5)

· Topic 2. Working with information (grade 5)

· Topic 3. Writing on the computer (6th grade)

· Topic 4. Drawing on the computer (grade 7)

· Topic 5. Going online (8th grade)

· Topic 6. Making algorithms (grade 9)

· Topic 7. Programming the performer (9th grade)

· Topic 8. Constructing a black box (9th grade)

"Basics of computer science" at school

1-4 grades

Propaedeutic introduction to computer science based on the course “Robotlandia”, “Winter Evenings” or other similar courses

5th grade

Let's get acquainted with the computer. We work with information

6th grade

Writing on the computer

7th grade

Drawing on the computer

8th grade

Going online

9th grade

We compose algorithms. We program the performer. Constructing a black box

10-11 grades