Teaching informatics in kindergarten. Additional education program for children of senior preschool age "Fun informatics" work program in informatics (senior group) on the topic

Irina Samoylenko
The program of the "Young Informatics" circle for children of the preparatory group for school

Program« Young computer scientist» designed for children of the preparatory group in MDOU d / s"Luchik".

Relevance program isthat intellectual development preschooler today it is impossible to imagine without a computer, which is the most modern game tool for him, at the same time serves as a powerful technical means of teaching and plays the role of an irreplaceable assistant in education and development.

A child cannot develop harmoniously without mastering the skills of working with electronic means. Technology has taken a strong position in many areas modern life, quickly penetrated schools and homes... The scientific and technological revolution has expanded the concept literacy: now a literate person is considered to be a person who not only writes, reads, believes, but also knows how to use a personal computer.

In the process of GCD preschoolers computers improve their memory and attention, intelligence, hand motor skills. Communication with a computer is of great interest, first as a game activity, and then as an educational one. It was he (interest) underpins important structures: cognitive motivation, voluntary memory and attention, and it is they that provide the child's psychological readiness for learning in school.

Using new information technology in kindergarten does not provide for training children school basics of computer science and computing technology, and the transformation of the child's subject-developing environment. Using the gaming capabilities of a computer in combination with didactic capabilities allows for a smoother transition to educational activities.

Leading goals programs are:

Creation of conditions for the development of intellectual and creative abilities;

Expanding knowledge of the outside world;

Propedeutics of basic concepts informatics.

These goals are achieved in the process of various types activities: play, educational, motional, artistic.

To achieve goals programs matter:

Creation of conditions for the development of the child in the learning process;

Creative organization of the teaching and education process;

The maximum combination of various types of activities; their integration in order to improve the efficiency of the educational process;

Respectful attitude to the results of children's creativity;

Diverse use of educational material allows you to develop the creative potential of the child in accordance with individual inclinations.

The main tasks are:

Acquaintance with the functional structure of a computer, its main devices and methods of working in the environment "Windows";

Formation of skills of work in the graphic editor "Paint" and text editor "Word"; language competencies; educational activities and elementary mathematical concepts;

Development of logic, combinative thinking, speech, creativity, sensory capabilities and emotional-volitional sphere.

As a result of studying the course, children should

know:

Name and function of the main parts of the computer;

Safety regulations and behavior in the computer class;

be able to:

Use the keyboard and "mouse";

Perceive and analyze information from the screen;

Carry out the necessary operations in "Word" and the graphic operator "Paint";

Find patterns in the objects depicted, generalize categories;

Navigate in time and space;

Make a whole from the proposed parts;

Be aware of goals and choose a system of actions to achieve and evaluate the result of their work.

This program involves conducting 2 GCDs per week, lasting 30 minutes, total 65 GCDs per year.

Calendar-thematic work plan cup

« Young computer scientist»

1. Topic

Software content: Acquaintance with the rules of conduct and safety precautions, adaptation to the computer class.

areas:

Health;

Safety;

Physical Culture;

Cognition;

Socialization;

2. Topic: Hello, computer class.

Software content: Consolidation of the acquired knowledge about the rules of conduct in a computer class and safety measures when working with a computer

Integration of educational areas:

Health;

Safety;

Physical Culture;

Socialization;

3. Topic: Our computer is a loyal friend. Computer device.

Software content: Acquaintance with the functional structure and basic devices of the computer; promoting the formation of dialogic speech skills, broadening horizons, developing the intellectual abilities of logical thinking.

Integration of educational areas:

Health;

Safety;

Physical Culture;

Socialization;

Cognition;

Communication.

4. Topic: Our computer is a loyal friend.

Software content: Consolidation of knowledge about functional structure computer.

Integration of educational areas:

Health;

Safety;

Physical Culture;

Socialization.

5. Topic: Device "Monitor"... Days of the week.

Software content: Getting to know your device "monitor"... Development of temporal representations and spatial orientations. Development of memory, attention.

Integration of educational areas:

Health;

Safety;

Physical Culture;

Cognition;

6. Topic: Device "Monitor"

Software content: Consolidation of the acquired knowledge about the device "Monitor".

Integration of educational areas:

Health;

Safety;

Physical Culture;

Socialization.

7. Topic: Manipulator "mouse"... Introduction to the concept "algorithm"

Software content: Getting to know the manipulator "mouse", the concept "algorithm"... Developing the skill of working with With the mouse, attention, speed of reaction.

Integration of educational areas:-health;

Cognition;

Safety;

Physical Culture;

Socialization.

8. Topic: Manipulator "mouse".

Software content: Consolidation of the acquired knowledge about the manipulator "mouse" and about the concept "algorithm".

Integration of educational areas:

Health;

Safety;

Physical Culture;

Socialization.

9. Topic: Manipulator "mouse".

Software content: Improving work with With the mouse.

Integration of educational areas:-health;

Safety;

Physical Culture;

Socialization

10. Topic: Seasons. Desktop.

Software content: Getting to know the content "Desktop"... Development of temporal representations and spatial reference points.

Integration of educational areas:-health;

Cognition;

Socialization

Safety;

Physical Culture

11. Topic: Desktop.

Software content: Consolidation of the acquired knowledge about "Desktop".

Integration of educational areas:

Health;

Socialization

Safety;

Physical Culture;

Artistic creativity.

12. Topic: On a visit to the fairy tale.

Software content: Acquaintance with a variety of computer games. Development of language competencies, the ability to fully answer questions.

Integration of educational areas:

Health;

Cognition;

Reading fiction.

Socialization

Safety;

Physical Culture;

13. On a visit to the fairy tale.

Software content: Consolidation of the studied material about the variety of computer games.

Integration of educational areas:

Health;

Socialization

Safety;

Physical Culture;

14. Topic: "Word"

Software content: Introduce the name and function of the main keys.

Integration of educational areas:

Health;

Cognition;

Safety;

Physical Culture.

15. Topic: "Word", or Frog on the keyboard.

Software content: Consolidate knowledge of the main computer keys.

Integration of educational areas:

Health;

Socialization

Safety;

Physical Culture;

16. Topic: Travel through keyboard: letter row.

Software content: Introduction to the key "Shift"... Development of visual perception, typing skills.

Integration of educational areas:

Health;

Reading fiction.

Safety;

Physical Culture;

17. Topic: Upper and lower case letters. School of wizards.

Software content: To consolidate knowledge of the main keys, to introduce concepts: "Title", "Main thought"; contribute to the formation of the skill of typing individual words and sentences; develop independence, attention, speech, spatial orientation.

Integration of educational areas:

Health;

Cognition;

Safety;

Physical Culture;

Communication.

18. Topic: School of wizards.

Software content

Integration of educational areas:

Health;

Safety;

Physical Culture;

19. Topic: Little typesetters. Linguistic games.

Software content: Consolidate your knowledge of the keyboard. Formation of language competencies.

Integration of educational areas:

Health;

Cognition;

Safety;

Physical Culture;

Communication

20. Topic

Software content: Solving the simplest arithmetic problems and examples. Development of visual and auditory perception.

Integration of educational areas:

Health;

Cognition;

Safety;

Physical Culture;

Reading fiction;

21. Topic: Numeric row of the keyboard. The simplest arithmetic operations.

Software content: Consolidation of the studied material.

Integration of educational areas:

Health;

Safety;

Physical Culture;

22. Practical work "Creating and editing text" Conversation about professions.

Software content: Summarizing the topic “Text editor "Word"". Development of generalizing categories and knowledge about various professions.

Integration of educational areas:

Health;

Safety;

Physical Culture;

23. Practical work "Arithmetic"

Software content: Summarizing the topic "Number row of the keyboard".

Integration of educational areas:

Health;

Safety;

Physical Culture;

24. Topic: We are friends with the computer.

Software content: Generalization of knowledge on the topic "Computer device".

Integration of educational areas:

Health;

Safety;

Physical Culture;

25. Topic "Drawing".

Software content: Getting to know the toolbar. Developing the skill of working with tools "Pencil", "Brush", aesthetic taste, creative imagination.

Integration of educational areas:

Health;

Cognition;

Safety;

Physical Culture;

Reading fiction;

Artistic creativity.

26. Topic: Visiting Paintik, or Merry "Drawing".

Software content

Integration of educational areas:

Health;

Safety;

Physical Culture;

27. Topic: Performing actions according to the algorithm. The incident at the zoo. Safety behavior in in public places.

Software content: Safety of behavior in public places. Linear Algorithm Execution. Developing the skill of working with the tool "Eraser", with panel teams: "File" - "Create".

Integration of educational areas:

Health;

Cognition;

Safety;

Physical Culture;

Reading fiction;

28. Topic: A case at the zoo.

Software content: Consolidation of the acquired knowledge.

Integration of educational areas:

Health;

Safety;

Physical Culture;

Artistic creativity.

29. Topic

Software content: Acquaintance with the palette, tool "Fill"... Development of generalizing categories and knowledge about the flora and fauna.

Integration of educational areas:

Health;

Safety;

Physical Culture;

Socialization;

Artistic creativity.

30. Topic: Palette. Plants and insects.

Software content: Consolidation of the acquired knowledge.

Integration of educational areas:

health;

Safety;

Physical Culture;

Artistic creativity.

31. Topic: Practical work "Creating a drawing"

Software content

Integration of educational areas:

health;

Safety;

Physical Culture;

Artistic creativity.

32. Topic: Coloring a closed path. Forest and its inhabitants.

Integration of educational areas:

Health;

Cognition;

Safety;

Physical Culture;

Artistic creativity.

Reading fiction

33. Topic: Coloring a closed path. The forest and its inhabitants

Software content: Consolidation of the acquired knowledge.

Integration of educational areas:

Health;

Safety;

Physical Culture;

Artistic creativity.

34. Topic

Software content: Improving working with tools "Brush", "Fill"... Development of generalizing categories, expansion of knowledge about wild and cultivated plants.

Integration of educational areas:

Health;

Cognition;

Safety;

Physical Culture;

Artistic creativity.

Reading fiction

35. Topic: Coloring a closed path. Fruits and vegetables.

Software content: Securing the received information.

Integration of educational areas:

Health;

Safety;

Physical Culture;

Artistic creativity.

36. Topic "Clouds float across the sky"

Software content: Development of knowledge about the outside world... Improving the skills of working in a graphical editor environment. Familiarity with the main brush color and background color.

Integration of educational areas:

Health;

Cognition;

Safety;

Physical Culture;

Artistic creativity.

37. Topic: Main brush color and background color. "Clouds float across the sky"

Software content: Securing the material.

Integration of educational areas:

Health;

Safety;

Physical Culture;

Artistic creativity.

38. Practical work. Main brush color and background color. "Journey to the winter forest"

Software content: Strengthening the skills of working with the tool "Brush", palette. Getting to know the instrument "Spray"... Expansion of ideas about the seasons.

Integration of educational areas:

Health;

Safety;

Physical Culture;

Artistic creativity.

Reading fiction

39. Topic: Create a computer drawing "Snowman"... Winter outdoor games and fun.

Software content: Acquaintance with winter games and fun. Improving the skills of working in a graphic editor environment, the ability to perform actions according to the algorithm.

Integration of educational areas:

Health;

Cognition;

Safety;

Physical Culture;

Artistic creativity.

Reading fiction

40. Topic: Winter outdoor games and fun.

Software content: Consolidation of the studied material.

Integration of educational areas:

Health;

Safety;

Physical Culture;

Artistic creativity.

41. Topic

Software content: Getting to know the command bar, the tool "Pipette", the formation of the ability to save a computer drawing. Expanding knowledge of domestic and wild animals.

Integration of educational areas:

Health;

Cognition;

Safety;

Physical Culture;

Artistic creativity.

Reading fiction

42. Topic: Save computer drawing. Wild and domestic animals.

Software content: Consolidation of the studied material.

Integration of educational areas:

Health;

Safety;

Physical Culture;

Artistic creativity.

43. Topic

Software content: Development of generalized categories, knowledge of wild and domestic birds, creative imagination.

Integration of educational areas:

Health;

Cognition;

Safety;

Physical Culture;

Artistic creativity.

Reading fiction

44. Topic: Editing a computer drawing. Birds.

Software content: Consolidation of the studied material.

Integration of educational areas:

Health;

Safety;

Physical Culture;

Artistic creativity.

45. Practical work. Geometric figures. Picture "Mousepad"

Software content: Classification geometric shapes on a given basis. Acquaintance with the concept "ornament"... Formation of the ability to use "Choice"

Integration of educational areas:

Health;

Safety;

Physical Culture;

Artistic creativity.

46. \u200b\u200bTopic: Draw lines and figures: tool "Oval".

Software content: Working with built-in tools and graphics editor primitives. Consolidation of the ability to use "Choice" when creating a virtual drawing.

Integration of educational areas:

Health;

Cognition;

Safety;

Physical Culture;

Artistic creativity.

Reading fiction

47. Topic: Draw lines and figures: tool "Oval".

Software content: Consolidation of the studied material.

Integration of educational areas:

Health;

Safety;

Physical Culture;

Artistic creativity.

48. Topic: Draw lines and figures: tool "Rectangle"... Symbols of Russia.

Software content: Formation of ideas about the symbols of Russia. Getting to know the tools "Line", "Rectangle"... Development of skills in geometric design and modeling.

Integration of educational areas:

Health;

Cognition;

Safety;

Physical Culture;

Artistic creativity.

Reading fiction

49. Topic: Draw lines and figures: tool "Rectangle"... Symbols of Russia.

Software content: Consolidation of the studied material.

Integration of educational areas:

Health;

Safety;

Physical Culture;

Artistic creativity.

50. Topic: Draw lines and shapes. Logical task "Find the house of the circle".

Software content: Development of logical and combinatorial thinking, creative imagination. Consolidation of the ability to use the tools of the graphic editor.

Integration of educational areas:

Health;

Cognition;

Safety;

Physical Culture;

Artistic creativity.

51. Practical work. Drawing lines and figures: tool "Curved line"... The sea and its inhabitants.

Software content: Getting to know the instrument "Curved line" and the principles of work. Development of knowledge about the inhabitants of the seas and oceans. Formation of geometric thinking and spatial perception.

Integration of educational areas:

Health;

Cognition;

Safety;

Physical Culture;

Artistic creativity.

Reading fiction

52. Topic: Draw lines and figures: tool "Curved line"... Day and night - day away.

Software content: Improving the skill of working with the tool "Curved line"... Formation of geometric thinking, graphic skills, temporal representations.

Integration of educational areas:

Health;

Cognition;

Safety;

Physical Culture;

Artistic creativity.

Reading fiction

53. Practical work "Geometric figures"

Integration of educational areas:

Health;

Safety;

Physical Culture;

Artistic creativity.

Reading fiction

54. Topic

Software content: Development of knowledge about space, skills of orientation on the plane, eye. Improving the skills of working in a graphical editor environment.

Integration of educational areas:

Health;

Cognition;

Safety;

Physical Culture;

Artistic creativity.

Reading fiction

55. Topic: Selects a rectangular area. Planets of the solar system.

Software content: Consolidation of the studied material.

Integration of educational areas:

Health;

Safety;

Physical Culture;

Artistic creativity.

56. Topic

Software content: Development of skills in geometric design and modeling, working with tools "Selection of rectangular area".

Integration of educational areas:

Health;

Cognition;

Safety;

Physical Culture;

Artistic creativity.

Reading fiction

57. Topic: Modeling in a graphical editor. That we should build a house.

Software content: Consolidation of the studied material.

Integration of educational areas:

Health;

Safety;

Physical Culture;

Artistic creativity.

58. Topic

Software content: Development of modeling skills in the environment of a graphic editor, generalizing categories, knowledge of vehicles.

Integration of educational areas:

Health;

Cognition;

Safety;

Physical Culture;

Artistic creativity.

Reading fiction

59. Topic: Modeling in a graphical editor. Transport.

Software content: Consolidation of the studied material.

Integration of educational areas:

Health;

Safety;

Physical Culture;

Artistic creativity.

60. Practical work “Drawing creation. Transport"

Software content: Improving skills in the environment of a graphic editor.

Integration of educational areas:

Health;

Safety;

Physical Culture;

Artistic creativity.

61. Topic

Software content: Formation of a responsible attitude towards personal safety. Improving modeling skills in a graphical editor environment, compiling a whole from parts.

Integration of educational areas:

Health;

Cognition;

Safety;

Physical Culture;

Artistic creativity.

Reading fiction

62. Topic: Modeling in a graphical editor. Travel to the Land of Safe Roads.

Software content: Consolidation of the studied material.

Integration of educational areas:

Health;

Safety;

Physical Culture;

Artistic creation

63. Practical work "Creating a picture on a free theme"

Software content: Improving skills in the environment of a graphic editor.

Integration of educational areas:

Health;

Safety;

Physical Culture;

Artistic creation

64. Topic: Device "A printer" and its purpose.

Integration of educational areas:

Health;

Cognition;

Safety;

Physical Culture;

Artistic creativity.

65. Topic: In a creative workshop. As a keepsake from me to my beloved teacher.

Software content: Generalization of knowledge on program"Paint". Development of independence, imagination.

Integration of educational areas:

Health;

Safety;

Physical Culture;

Artistic creation

"Agreed"

Head of the Ministry of Defense

____________/__________________

Protocol No. ______

from "____" _________________ 201__

"Agreed"

Deputy Director for OIA

MBOU Secondary School No. 3 _______________

_____________/________________

"_____" ________________ 201__

"I approve"

Director of MBOU Secondary School No. 3 ______________

______________________ /_______________

Order No. ___ dated "___" ____________ 201__.

WORKING EDUCATIONAL PROGRAM

"Informatics for the preparatory group of preschoolers"

At 20 - 20 academic year

The program is based on the materials of A.V. Goryacheva "Informatics in games and tasks"

and"" First steps in the world of informatics ""S.N.Tur and T.P. Bokuchava

teacher of the highest qualification category MBOU secondary school No. 3 in Vilyuchinsk

Shtenkina Natalia Nikolaevna

Vilyuchinsk

20__

EXPLANATORY NOTE

The educational program "Computer World" is a modified, adapted for teaching children preschool age program, the main purpose of which is to familiarize children with the interesting, modern world of information technology and preparation for school. The program was developed on the basis of programs:

    "Informatics for All" A.V. Averkin, D.I. Pavlova

    "Informatics in games and tasks" A.V. Goryacheva

    "The first steps in the world of informatics" SN Tur and TP Bokuchava.

The program contains program elements for comprehensive school and is aimed at developing in children the skills of logical thinking, memorizing and using the acquired knowledge in the process of using computer equipment.

Teaching any subject should be organized in such a way that children are interested in the lessons, so that they themselves strive to acquire new knowledge.

Computer science, on the one hand, is in a more advantageous position than other subjects, since due to the widespread use of information technologies, the rapid development of computer technology and digital technologies, interest in this subject is quite high. The use of a computer in the classroom, in itself, is already attractive to children. And if the theoretical part of the course is given to children using game moments, fairy-tale characters and graphic images in the form of funny pictures, and the practical part - in the form of simple applied programs "Fantasy", "Labyrinth", "Paint", "World of Informatics" and well-developing coordination and thinking of the child of game programs - such as "" Alik. Soon to school, "" "Tarzan" "," Winter's Tale "and others, then the interest of children in studying the course" Computer School "will constantly increase.

But, on the other hand, many children associate the computer exclusively with games, and they need to be taught to use the computer not only for playing purposes, but also for educational purposes.

In order for children to work productively and actively in the classroom, it is necessary to use active teaching methods, which are characterized by high involvement of students in studying proccess, encourage children to be active.

These methods are designed to ensure memorization of the material in the classroom, awaken interest in the material being studied and develop the need for independent acquisition of knowledge.

The content of the course includes the simplest computer skills, basic, fundamental concepts such as "team", "performer" "as one of the goals of this area of \u200b\u200bstudy - the development of logical thinking. It should be remembered that the basic logical structures of thinking are formed in a child from 5 years old and that the belated formation of these structures proceeds with great difficulties.

GOALS AND OBJECTIVES OF THE COURSE.

The main goal of the "Computer World" course is to familiarize preschoolers with the interesting world of information, digital technologies, and the world of unlimited possibilities of computer technology.

the main task consists in teaching preschool children to use a computer, the ability to use the capabilities of a computer, with the help of special training programs, various applications and games, expanding horizons in various fields of knowledge.

ORGANIZATION OF THE EDUCATIONAL PROCESS.

Classes are held twice a week. When conducting classes, game, entertaining forms of learning are used with the use of digital educational resources, visual aids, funny drawings, posters and the computer technology itself.

During the lesson, physical education is always held to help children relieve fatigue and at the same time cheer up.

Work on a computer lasts no more than 10 minutes in the final part of the lesson.

AT THE END OF THE COURSE

CHILDREN SHOULD KNOW:

    Rules of conduct at the computer;

    Purpose of the computer;

    Rules for turning on and off the computer;

    The main blocks and devices of the computer;

    Purpose and capabilities of information input devices;

    Purpose and capabilities of information output devices;

    Ways to create graphic images;

    The concepts of "right", "left", "up", "down";

    The concepts of "cursor", "set", "true statement", "false statement", "executor", "command".

AT THE END OF THE COURSE

CHILDREN SHOULD BE ABLE TO:

    Behave correctly in the computer class;

    Turn on and turn off the computer correctly;

    Find and download the required program;

    Use the keyboard and mouse correctly;

    Create a picture in a graphics editor

List of references:

    A.V. Goryachev Informatics in games and tasks.- Moscow: 2011;

    A.V. Averkin, D.I. Pavlov. Informatics for everyone. Grade 1: workbook in 2 hours 2 hours / ed. A.V. Goryacheva - M .: BINOM. Knowledge Laboratory, 2016;

    S.N.Tur and T.P. Bokuchava. The first steps in the world of informatics. - M .: publishing house BHV 2013;

    T.P. Bokuchava, S.N. Tour: Computer Science Textbook for Grade 1, BHV Publishing, 2013

Objectives and objectives of the lesson

Software

Qty

hours

1. Getting to know the PC. Safety engineering. PC capabilities (3h)

Introduction to the subject. Rules of conduct and safety in the computer class.

To acquaint the children with the computer class. Learn the rules of conduct and safety in the computer class.

"World of Informatics"

Demonstration of PC capabilities

To acquaint children with the possibilities and use of the computer.

"World of Informatics"

Computer device

To acquaint children with the structure of a computer. To teach how to find and name the basic PC devices correctly.

"World of Informatics"

2. Getting to know the keyboard and mouse (3h)

Familiarization with the control keys of the keyboard.

Explore the purpose of the control keys on the keyboard. Use these keys in the "Labyrinth" program.

"" Labyrinth ""

Getting to know the Mouse

Find out what a "Mouse" is, what functions it performs. Why does it have such a name. Mouse cursor control.

"World of Informatics"

3. Development of attention. Concepts up, down, right, left (9h)

Development of attention. Concepts: up, down, right, left. Cursor.

Review and consolidate what was passed. Examine the sides up, down, right, left. Introduce the concept of "cursor". Introduce the types of cursor (rectangle, brush, arrow, finger) Practical work with the cursor.

"World of Informatics"

Development of attention. Concepts: up, down, right, left. Cursor. Cursor types.

Develop attention. Reinforce concepts: up, down, right, left. Repeat cursor concept. Introduce the types of cursor (rectangle, brush, arrow, finger). Practical work with the cursor.

"Winter

fairy tale"

Development of attention. Concepts: up, down, right, left. Cursor. Keys and

Consolidation of knowledge of the sides up, down, right, left. To form the ability to navigate the checkered field. Redo concept cursor, cursor types. Introduce key assignments and Practical work with the cursor.

"Winter

fairy tale"

11-12

Development of attention. Concepts: up, down, right, left. Cursor. Dictation by cells.

Develop attention. Reinforce concepts: up, down, right, left. To form the ability to navigate the checkered field, performing the dictation in the cells. Repeat cursor concept. Practical work with the cursor.

"Winter's Tale"

13-14

Development of attention. Concepts: up, down, right, left. Cursor. Acquaintance with the algorithmic language of arrows.

Develop attention. To form the ability to navigate the checkered field. Acquaintance with recording sides using arrows. Repeat cursor concept. Practical work with the cursor.

"Winter's Tale"

Development of attention. Concepts: up, down, right, left. Cursor. Search for errors in the algorithm record.

Develop attention. To form the ability to navigate the checkered field. Form the ability to find and correct errors in the recording of algorithms. Practical work with the cursor.

"Winter's Tale"

Mouse exam

Checking the ability to navigate left-right sides. Testing the ability to control the cursor.

"Winter's Tale"

4. Sequence of actions (algorithm) (6h)

Item actions.

To teach to define and name the actions of objects, to generalize and classify objects according to their actions.

“Alik. School soon "

The sequence of events.

To teach to determine the sequence of events.

“Alik. School soon "

19-20

Procedure.

To teach to determine the order of actions.

“Alik. School soon "

21-22

Executor

Introduce the concept of the performer. Create the simplest algorithms for the Robot executor.

"Fantasy"

5. Introduction to logic (32h)

23-27

Solving problems for the development of attention

Develop attention, logical and imaginative thinking. To form competent and safe communication with the PC, to reduce the psychological barrier "human-computer". Strengthen the skills of using the mouse, the appointment of the left and right mouse buttons.

“Alik. School soon "

28-32

6-10

The concept of a set. Elements of the set. Comparison of sets by the number of elements.

Acquaintance with the concept of a set and its elements. Teach to compare sets by the number of elements. Development of logical and imaginative thinking, development of speech.

"World of Informatics"

A common feature for a group of objects. Search for an "extra" item in a group of items.

Learn to analyze. Learn to highlight a common feature of a group of objects. Learn to select an extra object from a group of objects. Develop attention and logical thinking

"Fantasy"

Isolation of the essential feature of the subject.

Learn to highlight the essential features of objects. Develop attention, logical thinking and memory.

"Fantasy"

Isolation of an essential feature of a group of objects.

Learn to highlight and generalize the signs inherent in the subjects of the group. Develop attention and logical thinking

"Fantasy"

36-40

14-18

Revealing patterns in the arrangement of objects. Solving logical problems.

Learn to identify patterns in the arrangement of objects. Develop attention and logical thinking. Learn to input numerical information from the keyboard.

« Paint "

41-43

19-21

Logic and design.

Development of logical and imaginative thinking. Learn to divide a figure into given parts according to presentation. Develop color perception in students and develop the ability to use figure rotation when working with an application program.

« Paint "

44-46

22-23

Information coding.

Introduce the concept of coding. Teach other objects or actions to correspond to objects or actions.

"Tarzan"

47-49

24-27

A journey through the looking glass. Symmetry of figures.

Learn to find symmetrical shapes about the vertical and horizontal axes of symmetry.

"Fantasy"

50-52

28-30

The truth and falsity of statements.

Introduce the concept of truth and falsehood. To teach to evaluate the simplest statements in terms of truth or falsity.

"Fantasy"

53-54

31-32

Final lesson

Summarize the knowledge gained throughout the course.

Angelina Anisimova
The program of developing education for senior preschoolers using a computer "This amazing computer".

Explanatory note. 3

Objectives programs: 4

Tasks programs: 4

Principles: 5

Forms of work 7

Methods and techniques 9

Lesson structure 10

programs: 14

List of references: 27

Explanatory note.

Modern society is making new demands on the generation that is entering life. "Tomorrow" today's children are an information society. Psychological readiness for life in it is now necessary for every person.

One of the factors that ensure the effectiveness of education is continuity and continuity in learning.

Informatization preschool education opens up new opportunities for educators development methods and organizational forms of education and teaching children... In today's conditions, parents and teachers should be prepared for the fact that when entering school, a child will be faced with the use of computers. Therefore, it is necessary in advance to prepare the child for the upcoming interaction with information technology.

For a successful learning at school, it is not so much a set of knowledge that is important as developed thinking , the ability to gain knowledge, use available skills for solving various educational problems. At the same time, great opportunities are revealed when working with computer.

Relevance programs:

Introduction computer in the pedagogical process of the kindergarten allows you to shift part of the didactic load onto it, while making the process learning more interesting, varied and intense. A computer does not replace the traditional occupation, but only complements it.

This program built for children senior and preparatory groups based on Informatics training programs for preschoolers(authors: A. V. Goryachev, N. V. Klyuch, and is the initial link in the continuous course of informatics 0-11, developed within the framework of the Educational programs"School 2100" under the direction of A. V. Goryachev.

Used the manuals for this program: “Guidelines to the computer science course for preschoolers ", "Everything is on the shelves" (workbook).

Objectives programs:

teaching: propaedeutics of concepts and methods of informational activity;

developing: development logical thinking, development of imaginative thinking, disclosing the creative abilities and inclinations of children, creating motivation for using own talents, interest in solving educational and life problems, creating high starting opportunities for learning in primary and secondary school;

educating: development the ability to work in a group, independently evaluate and analyze their activities and respectfully evaluate and analyze the activities of other children in the joint development of the course, fostering a positively colored attitude towards peers and adults;

Tasks programs:

1. Group of tasks of the familiarization and adaptation cycle.

1. To acquaint children with computeras a modern tool for information activities.

To acquaint with the purpose of the computer;

To acquaint with the history of computers;

To acquaint with the basic computer control devices.

2. To acquaint children with the rules of behavior in computer class and rules of safe work at computer.

3. Overcome, if necessary, the psychological barrier between the child and computer.

4. To form initial skills of work on computer:

Introduce the keyboard;

Introduce the Mouse manipulator.

2. A group of tasks of the educational cycle.

1. Build curriculum skills activities:

Learn to be aware of goals;

Choose systems of actions to achieve the goal;

Learn to evaluate the results of activities.

2. Form elementary mathematical representation:

Improve counting skills;

Study and consolidate numbers;

Work with geometric shapes;

Solve the simplest arithmetic problems;

- develop the ability to navigate the plane;

To consolidate ideas about the size of objects.

3. Develop speech:

Expand lexicon children and knowledge about the world around them;

Form a sound culture of speech;

Form the grammatical structure of speech.

4. Develop sensory capabilities of the child.

5. To form an aesthetic taste.

6. Develop sign function of consciousness.

7. Develop emotional-volitional sphere baby:

Foster independence, composure, concentration, perseverance;

Encourage empathy, cooperation, co-creation.

3. Group of tasks of the creative cycle.

1. Develop constructive ability.

2. Train memory, attention.

3. Develop imagination.

4. Develop creative, conceptual-figurative, logical, abstract thinking; use development elements heuristic thinking.

5. Develop need for knowledge.

Principles:

1. Principle developmental education.

The teacher needs to know the level development of every child, determine the zone of the nearest development, use variability computer programs according to this knowledge.

2. The principle of educating learning.

It is important to remember that training and education are inextricably linked with each other and in the process computer classes, not only knowledge is given, but also strong-willed, moral qualities are brought up, norms of communication are formed.

3. The principle of novelty makes it possible to rely on involuntary attention, arousing interest in activities by setting a sequential system of tasks, maximally activating the cognitive environment preschooler.

4. The principle of systematicity and consistency learning.

Establish interrelationships, interdependencies between the knowledge gained, move from simple to complex, from close to distant, from concrete to abstract, return to previously studied problems from new positions.

5. The principle of accessibility.

6. The principle of individualization.

In each classroom session, the teacher should strive to approach each child as a person. Each lesson should be built depending on the mental, intellectual level child development, the type must be taken into account nervous system, interests, inclinations of the child, pace, level of difficulty are determined strictly for each child.

7. The principle of the consciousness and activity of children in the assimilation of knowledge and their implementation.

Lead role in the teacher plays, he poses a problem, determines the tasks of the lesson, the pace, in the role of an advisor, companion, a student can act and a computer... To acquire new knowledge and skills, a child can take the position of a student, teacher.

8. The principle of connection with life.

The teacher and the child must be able to establish the relationship of processes, find analogs in real life, environment, in the being of man, in the existing relations of things and matter.

Informatics classes are held once a week, with using notebook A... V. Goryachev and computer support, in the form of group conversations, group role-playing games, distance travel and excursions. The duration of the lessons is 25-30 minutes. Working hours of children for computers - 10 minutes.

As a result training guys will

be able to:

Find an extra item in a group of similar ones;

Offer several options for an extra item in a group of homogeneous ones;

Select groups of similar objects and give names to these groups;

Find items with the same attribute value (color, shape, size, number of elements);

Split the proposed set of items into two subsets with different characteristics;

Find patterns in the arrangement of figures by the value of two signs;

Name a sequence of simple familiar actions;

Give examples of the sequence of actions in everyday life, in fairy tales;

Find the missed action in a familiar sequence;

Accurately perform actions under dictation;

Distinguish between deliberately false phrases;

Name words that are opposite in meaning;

Distinguish statements from other sentences, give examples of statements, identify true and false statements;

Work with simple programmatic means independently.

know:

safety precautions and rules of conduct in computer class;

the name and functionality of the main devices computer, have an idea about the essence of information processes, about the main carriers of information, the process of transferring information;

the essence of the concept of an algorithm, to know its basic properties;

rules for working with algorithm executors

the concept of true and false statements;

the concept of symmetry;

coding elements;

logical operation "AND";

concept "algorithm";

on nesting of sets characterized by properties.

Forms of work

When choosing the forms of organization of this process, preference is given to those that are multifunctional in nature, contribute to development children of cognitive activity and its self-realization, are interesting to the children themselves, organically fit into the modern educational process.

The pedagogical process is built in form:

Interactive lessons.

According to the form of conducting classes, they are "Travel games" or "Games-discoveries"... The guiding principle of building a lesson is the principle developmental education.

All lessons are interactive. Children perform tasks in notebooks, solving entertaining tasks, and also perform tasks on computers, consolidating the acquired knowledge and skills of work on computer: collect puzzles, draw, play. In such an atmosphere, the terms and concepts of computer science are much easier to remember.

The task of such classes is not only to convey information, to arouse curiosity and interest in the subject under discussion (which is also not unimportant, but also to cause further work of thought, the need to learn new things through computer... Ultimately, interactive lessons are designed to develop observation, visual memory, imagination, associative thinking, sensory-emotional sphere, cognitive and creative activity of children.

During the lessons, children “live” a certain thematic situation. In these games the child, the teacher and a computer

Cognitive conversations - developing a child's thinking, meaningful perception of the information received. Conversations are organized both concluding at the end of a certain topic, and historical - in which children learn about the history of the emergence computer and computer hardware, about types computers.

Olympiads and contests are organized twice a year. This is a kind of final lesson in which children demonstrate their knowledge and skills.

Exhibition decoration computer drawings made by the children themselves

Creativity is the main means of mastering cultural and historical experience by a child and a driving force personality development... Exhibitions are thematic and seasonal. The venue for the exhibition is a group room, art studio, hall. The themes of the exhibited drawings are determined by the content of informatics lessons. By creating their own small works, children express their attitude to information technology, acquire skills to work on computer.

Computer games are the most powerful tool for learning, child development. Computer games are selected according to requirements:

Working with parents

When studying a computer science course, it is important to organize communication with parents more effectively so that the family and kindergarten carry out a single complex educational influences.

Methods and techniques

Method learning is a system of consistent, interrelated ways of working for teachers and children, which are aimed at achieving didactic tasks.

Reception learning, in contrast to the method, is aimed at solving a narrower educational problem. The combination of techniques forms a method learning.

Interactive game method. The concept of interactive came to us from the English language (interactive: inter - between, between; active from act - to act, action). It means the ability to interact, have a conversation, a dialogue with someone. The role of the educator in interactive play is practically reduced to directing the activities of children to achieve their goals and to developing a lesson plan. The main thing in organizing an interactive game with preschoolers - creating conditions for gaining experience of social behavior that is meaningful for them. By interactive play, we mean more than just interaction preschoolers with each other and the teacher, but jointly organized cognitive activities of a social orientation. In such a game, children not only learn new things, but also learn to understand themselves and others, gain their own experience.

Cognitive and practical activities of children in the classroom are organized using visual methods. Visibility allows the child to peer into the phenomena of the surrounding world, objects, to highlight the essential, basic in them, to notice the changes taking place, to establish their causes, to draw conclusions.

Without demonstration of clarity, it is impossible to conduct a single lesson.

Verbal methods and techniques allow you to transfer information to children in the shortest possible time, put in front of them learning task, indicate ways to solve it. Verbal methods and techniques are combined with visual, playful, practical methods, making the latter more effective.

Practical methods give practicality cognitive pursuits... It is aimed at the real transformation of things, during which the child learns properties, qualities, signs, connections that are inaccessible to direct perception.

Practical activity is aimed at preparing children for the perception of new material; to assimilate new knowledge by them and to consolidate, expand and improve the acquired knowledge, to the skills and abilities of the child.

The leading practice methods are exercise, experimentation, design. The system of cognitive development children include projects and experimentation. In the course of projects and experiments, the child acts on the object in order to learn about its properties, connections, etc.

In work technologies used:

1. Information and communication technologies.

Using information and communication technology children learn use the computer not only for playing, but also to gain new knowledge.

2. Design. It allows develop Creative skills preschoolers and teacher... It is based on the conceptual idea of \u200b\u200btrust in the nature of the child, reliance on his tension of thought, fantasy, creativity in conditions of uncertainty. Focus learning through the method of the project forms cognitive motives.

Lesson structure

Each lesson complex... It includes 3 stages.

Stage I - preparatory.

The child is immersed in the plot of the lesson, the period of preparation for work at computer(computer game) through educational games, logical tasks, conversations, contests, competitions that will help him cope with the task.

Stage II is the main one.

Includes mastering the way to control program to achieve the result and the child's independent play for computer.

Gymnastics for the eyes is included, finger gymnastics to relieve fatigue of the visual, motor apparatus during work.

Several ways are used"immersion" of the child in computer program:

1 way. A consistent explanation to the child of the purpose of each key with the connection of leading and control questions.

Method 2. Focusing on the child's acquired skills of working with computer, to acquaint with the new keys, their purpose.

Method 3. The child is offered the role of a researcher, experimenter, given the opportunity to independently figure out the method of control program.

Method 4. The child is offered a card-scheme, where the control algorithm is set program... In the first stages, children get acquainted with the symbols speak and work out the methods of management with a teacher, then independently "read" the schemes.

Stage III - final.

It is necessary to relieve eye tension (gymnastics is performed for the eyes, to relieve muscle and nervous tension (physical minutes, acupressure, massage to the person in front, complex physical exercise, relaxation to music).

Classes are held once a week.

Duration of each stage lessons:

Stage 1 - 10-15 minutes,

Stage 2 - 10-15 minutes,

Stage 3 - 4-5 minutes.

After each session, ventilate the room.

Classes are based on play methods and techniques that allow children to gain knowledge in an interesting, accessible form, to solve the problems set by the teacher.

Criteria for pedagogical diagnostics development cognitive processes:

development logical thinking

Workout and memory size

Attention training

development creativity

development of imagination

Criteria for technological diagnostics to identify technical skills and abilities to work on computer:

Ability to navigate on the monitor screen

Ability to use the keyboard, control the cursor using the keys "up", "down", "Right", "Left", ENTER, space.

Ability to control a manipulator "Mouse" distinguish between right and left mouse buttons, double-click, move elements by holding them with the cursor

Work safety computer.

The basis programs« This amazing computer» laid the course of studying computer science "Everything on the shelves" A. V. Goryacheva and the author's program.

The curriculum includes 34 lessons (one per week and using computers) .

Several lessons are dedicated to acquaintance with computer; elements of logic and development creative imagination.

Children preschool age have a unique opportunity to gain knowledge through computer and computer technology.

Children are diagnosed twice a year preschool age development cognitive processes and technical skills and abilities to work on computer.

Program« This wonderful world of computers» consists of 5 sections with the following sub themes:

SECTION I. A computer

Topic 1. Introduction to computer.

Topic 2. Safety in computer class.

Topic 3. Devices computer.

Topic 4. Rules of work for computer.

SECTION II. Items. Properties of objects.

Topic 1. Comparison of objects by property.

Topic 2. Highlighting the main properties (signs) items.

Topic 3. Grouping of objects with the same properties.

Topic 4. Functions (destination) items.

Topic 5. Part and whole.

Topic 6. Highlighting the property underlying the pattern.

Topic 7. Search for patterns in the arrangement of figures and objects.

Topic 8. Arrangement of a series of objects according to different criteria; placement and rearrangement.

Topic 9. Display of sets

Topic 10. Selection of sets.

Topic 11. Correlation of elements of two sets according to some principle.

Topic 12. Dividing a set into subsets.

SECTION III. Actions with objects

Topic 1. Description of the sequence of actions.

Topic 2. The sequence of actions and states in nature and in a literary work.

Topic 3. The order of actions leading to a given goal.

Topic 4. The sequence of events.

Topic 5. The whole action and its parts.

SECTION IV. Elements of logic.

Topic 1. Preparation for the introduction of concepts "true", "Lying".

Topic 2. Introduction to denial by analogy

Topic 3. Logical operation "AND".

Topic 4. Actions in the presence of permitting and prohibiting signs.

Topic 5. Preparation for the introduction of the concept "algorithm",

Topic 6. The simplest placement algorithms

Topic 7. Coding elements

SECTION V. Development creative imagination

Topic 1. Tasks - jokes (attention and logical reasoning).

Topic 2. Symmetry by pattern.

Monitoring the development of educational programs:

Held at the end school year... Points are awarded on a scale from 0 to 5.

child's ability to navigate on the monitor screen

the ability to use the keyboard and mouse. Knowledge of work safety for computer... Determination of the properties of objects Restoring the broken pattern Determination of sets and subsets Describing sequential actions Ability to use the concept "true" and "Lying" Ability to perform an action algorithm Overall average score

Section Month Lesson No. Week Topic of the lesson Software Contents Handout Notebook Developing Games Knowledge Requirements

Section I 2 hours teaching load Acquaintance with the PC. September 1 1 Getting to know computer Objectives, tasks of lessons in informatics in a form accessible to children. History of origin computer... Conversation about meaning computer, about its role in people's lives. Pictures with history computer, what they were, what steels, where they are used. Know about the appointment computer, about its role in human life

2 2 Safety Precautions Safety instructions for working in computer... Staging different situations safety instructions Safety pictures of what could happen. Know the rules of work for computer

3 3 Device computer device computer and its constituent parts: system unit, monitor, mouse, keyboard, speakers. Names and their functions, purpose. Pictures with the name of the components computer, puzzle, assemble from PC parts, select a function for it. Know and be able to name the component parts computer and their purpose, input and output devices.

4 4 Rules of work for computer... Rules for working on a PC. Acquaintance with the desktop, the "mouse" manipulator. Working with the keyboard. Varieties of mouse clicks. Correct fit at the PC. Exercise for the eyes. Pictures with the details of the "mouse" (buttons, cord, body, light bulb, pictures of the correct fit for the PC Coloring with the "mouse" on the PC

Section II 7 hours of study load Subjects and their properties. October 5 1 Comparison of objects by property Name of objects. Acquaintance with the properties of objects. Search for items with matching properties. Item cards to compare properties ("soft", "sweet", "quiet") Lesson number 1 back. 1-4, p. 1-2, "Everything on the shelves" Goryachev A. V., Klyuch N. V. Psychological center "Adalin",. Games 5-6 years old, part I, lesson # 3-3, # 4-3, (№6-№9) -1, No. 12-3, No. 15-3, part of the lesson No. 22-3, No. 23-3, No. 26-3, which resembles an object in shape, find by pattern, find differences. To be able to find objects with properties in your environment, to name them

6 2 Highlighting the main properties (signs) items Search for items with one property. Lesson number 6 back. 1,3 pp. 11-12 "Everything on the shelves" Goryachev A. V., Klyuch N. V. Psychological center "Adalin", developing computer techniques... Games 5-6 years old, part I lesson №3-1, №9-3, №10-1, №11-1, №14-3 what color, what taste, table on the main properties of geometric shapes. To be able to highlight the main properties of an object.

7 3 Functions (appointment) objects and their comparison Determining the purpose of objects, comparing objects by property, differences between objects Lesson number 4 ass. 1, lesson number 7 back. 2 pages. "Everything on the shelves" Goryachev A. V., Klyuch N. V. Psychological center "Adalin", developing computer techniques... Games 5-6 years old, part I lesson # 1-1, # 2-1, # 4-1 Be able to determine the functions of objects, compare them by properties

8 4 Grouping of objects with the same properties Grouping by attributes and properties of objects Lesson №9 ass. 1.2 pages. "Everything on the shelves" Goryachev A. V., Klyuch N. V. Psychological center "Adalin", developing computer techniques... Games 5-6 years old, part I lesson No. 5-3, No. 8-2, No. 12-2, No. 13-2, No. 15-2, part II No. 17-1, No. 18-2, No. 21-2 , No. 23-1, No. 25-2, No. 26-2, pick up the missing item. Be able to determine the properties of objects and group them according to specified properties

November 9 1 Part and the whole Part as an element of the whole. Composition of a whole from several parts. Lesson number 20 back. , 3 pages, lesson number 23 back. 2 pages. "Everything on the shelves" Goryachev A. V., Klyuch N. V. Game "Masha and the Bear" To be able to compose a whole from parts, to see a part as an integral element of a whole

10 2 Highlighting the property underlying the regularity Subject, its properties. Isolation of the properties of an object, finding patterns on the basis of Lesson number 4 ass. 2 pages, lesson number 15 back. 1 page, lesson number 27 back. 2 pages. "Everything on the shelves" Goryachev A. V., Klyuch N. V. Psychological center "Adalin", developing computer techniques... Games 5-6 years old part I lesson No. 1-2, No. 2-2, No. 3-2, No. 4-2, No. 6-2 (№9-№11) -2, (№12-№15) -1, exclusion of an extra item from the 4 provided. To be able to identify the property underlying the pattern.

11 3 Search for patterns Search and restoration of broken patterns in the arrangement of figures and objects Pictures with various series of patterns, identification of an extra object in the ltnake. Lesson number 5 back. 3 pages, lesson number 15 back. 1-2, p. 30, lesson # 12 back. 3 p. 23, lesson number 28 back. 1.3 p. 54 "Everything on the shelves" Goryachev A. V., Klyuch N. V. Psychological center "Adalin", developing computer techniques... Games 5-6 years old part I, lesson No. 13-3, part II lesson No. 19-2, No. 28-3, No. 29-3, No. 30-3, part IV lesson No. 46-3, No. 51-3, No. 55-2, No. 60-2, the sequence of their 2 elements, calculate the pattern and restore it. To be able to restore the broken pattern

12 4 Ordering of a series of objects according to different criteria. Building regularities of objects. Arrangement and rearrangement Lesson number 11 back. 1 page, lesson number 16 back. 1 p., Lesson 17 ass. 1,2,3 pages, lesson number 21 back. 3 pages. "Everything on the shelves" Goryachev A. V., Klyuch N. V. Psychological center "Adalin", developing computer techniques... Games 5-6 years old part III lesson No. 31-3, No. 33-3, No. 35-3, No. 43-3 (№44-№45) -1, Determine according to what pattern the objects are located to restore the broken pattern Ability to build patterns according to given features

December 13 1 Set Mapping An introduction to set union and set mapping. Objects and their properties. Lesson number 7 back. 1.3 pages, lesson number 21 back. 1 page "Everything on the shelves" Goryachev A. V., Klyuch N. V. Psychological center "Adalin", developing computer techniques... Games 5-6 years old part II lesson №20-2, №22-2, №28-2, Pick up a pair. To be able to combine sets according to a certain characteristic and set by a property.

14 2 Selection of sets Selection of sets Lesson number 22 ass. 1 page "Everything on the shelves" Goryachev A. V., Klyuch N. V. Psychological center "Adalin", developing computer techniques... Games 5-6 years old part II lesson # 17-2, part III lesson # 23-2, # 29-2, # 30-2, Excluding unnecessary items from the set. Be able to select elements of a set

15 3 Ratio of elements of 2 sets according to a certain principle Ratio of elements of sets according to given criteria (properties)... Give the concept of objects by "kind" (dishes, furniture, animals) and by "look" (glass, iron, wood).Formation of the ability to correlate the elements of two sets on various grounds (color, quantity, shape) Lesson number 8 back. 1.3 pages, lesson number 13 back. 1 page "Everything on the shelves" Goryachev A. V., Klyuch N. V. Psychological center "Adalin", developing computer techniques... Games 5-6 years old part II lesson No. 11-2, No. 16-2, part III lesson No. 34-2, No. 35-1, part IV lesson No. 46-2, No. 47-2, No. 57-2, Pick up a couple of 2 munitions. To be able to correlate the elements of 2 sets according to the attribute

16 4 Dividing a set into subsets Dividing a set into subsets. Subsets with a common property. Nesting of sets of objects with common properties. Handout search for objects by shadow. Lesson number 12 back. 1.2 pp. "Everything on the shelves" Goryachev A. V., Klyuch N. V. Game "Masha and the Bear" Be able to select the elements of a nested subset.

January 17 3 Repetition and consolidation of topics, property of objects, patterns and sets. Concepts of properties of objects, pattern built on a specific basis, set and subset, display of sets. Handout search for identical pictures. Psychological center "Adalin", developing computer techniquesNo. 52-3, No. 53-2.3, No. 54-2-3, No. 55-3 To reveal the properties and signs of the regularity, fill in the table. Ability to build regularities based on specified features

18 4 Repetition and consolidation of topics, property of objects, patterns and sets. Concepts of properties of objects, pattern built according to a certain attribute, set and subset, display of sets. Handout search for identical pictures. Psychological center "Adalin", developing computer techniques... Games 5-6 years old part IV lesson (№56-№59) -1,2,3, No. 60-3, Identify the properties and signs of regularity, fill in the table.

Section III 3 hours of educational work Activities with objects February 19 1 Description of the sequence of actions Independent description of their actions Cards for actions (morning rise, breakfast, handouts labyrinths Lesson No. 6 ass. 2.4 pages, "Everything on the shelves" Goryachev A. V., Klyuch N. V. Game "Masha and the Bear" Be able to describe your actions in a certain order

20 2 The sequence of actions and states in nature and in a literary work Expose sequentially actions in a timeline. Lesson number 20 back. 2, p., Lesson number 25 back. 1 p., "Everything on the shelves" Goryachev A. V., Klyuch N. V. Game "Masha and the Bear" Be able to set actions on a timeline.

21 3 The order of actions leading to a given goal Establish a procedure for achieving a given goal and rule. Lesson number 9 back. 3 pages, lesson number 18 back. 2,3 pages, Lesson number 23 back. 3.4 pages "Everything on the shelves" Goryachev A. V., Klyuch N. V. Psychological center "Adalin", developing computer techniques... Games 5-6 years old part IV lesson (№47-№55) -1, what was first, and what then. Be able to perform actions leading to a given goal.

22 4 One action applied to different objects Apply an action to different objects, identify the result and compare it. Lesson number 21 back. 2, p., Lesson number 22 back. 2 pages, lesson 23 ass. 1 p. "Everything on the shelves" Goryachev A. V., Klyuch N. V. Game "Masha and the Bear" To be able to perform the same action to different objects.

March 23 1 The whole action and its parts Dismantle actions, divide actions into parts, sequentially. Lesson number 22 back. 3 pp., "Everything on the shelves" Goryachev A. V., Klyuch N. V. Psychological Center "Adalin", developing computer techniques... Games 5-6 years old, part I, lesson # 10-3, part II, lesson # 16-3, # 24-3, what was in the beginning, and what then, the action as a part. Be able to divide the action into parts.

24 2 Securing the topic of actions with objects Set actions in a timeline, divide the action into parts, perform one action for different objects. Psychological center "Adalin", developing computer techniques... Games 5-6 years old Be able to perform various actions with objects to restore the chronology of events.

Section IV 4 hours of study load Elements of logic 25 3 Preparation for the introduction of the concepts of "truth" and "false" Acquaintance with "true" and "false" statements Lesson number 2 ass. 3 pages, lesson number 26 back. 3 pages, lesson number 27 back. 1 page, lesson number 28 back. 2.4 pages, lesson number 29 back. 1 page, lesson number 32 back. 1 p. "Everything on the shelves" Goryachev AV, Klyuch NV Game "Masha and the Bear" To be able to distinguish and understand the use of the concepts "truth", "lie".

26 4 Acquaintance with denial by analogy Formulation of the concepts of denial by analogy Lesson №8 ass. 2, p., Lesson number 29 back. 2,3 pages, lesson number 32 back. 2.3 pages "Everything on the shelves" Goryachev A. V., Klyuch N. V. Game "Masha and the Bear" Be able to formulate negation by analogy

April 27 1 Logical operation "and" Enumerate as many actions, properties, differences of objects as possible. Handout search for differences. Lesson number 16 back. 2, p., Lesson number 30 back. 2,3,4, p., Lesson number 31 back. 1 page "Everything on the shelves" Goryachev A. V., Klyuch N. V. Psychological center "Adalin", developing computer techniques... Games 5-6 years old, part I, lesson # 10-3, part II, lesson # 16-3, # 24-3, what was in the beginning, and what then, the action as a part. Be able to list as many actions and differences as possible between items.

28 2 Permissive and prohibiting signs Give the concept of permissive, prohibiting signs, what a rule is. Lesson number 11 back. 2, p., Lesson number 13 back. 2 pages, lesson number 24 back. 1 page, lesson number 30 back. 1 p., "Everything on the shelves" Goryachev A. V., Klyuch N. V. Psychological center "Adalin", developing computer techniques (№1-№15) -1, a factory of colors and geometric shapes, according to a certain rule and signs to recolor the shapes. Be able to use the rules while completing the task.

29 3 Preparation as an introduction to the concepts of "algorithm" The concept of an algorithm, the implementation of sequential actions. Lesson number 18 back. 1, p., "Everything on the shelves" Goryachev A. V., Klyuch N. V. Game "Masha and the Bear" Be able to perform the algorithm of a given action.

30 4 The simplest placement algorithms We arrange objects in a certain order, develop imagination... Lesson number 27 back. 3, p., "Everything on the shelves" Goryachev A. V., Klyuch N. V. Game "Masha and the Bear" Be able to describe your actions, arrange objects in the algorithm

May 31 1 Coding elements Coding elements based on prohibiting, permissive signs. Lesson number 26 back. 1,2, p., Lesson number 2 back. 1,2 pp., "Everything on the shelves" Goryachev A. V., Klyuch N. V. Psychological center "Adalin", developing computer techniques... Games 6-7 years old part I lesson (№1-№15) -2, a game with two hoops, put the desired figure according to the rule and signs. Be able to determine what is encoded.

32 2 Securing the material logical operations Repetition of the material logical operation "and", the concepts of "lie", "truth", permissive, prohibiting signs and coding elements Game "Masha and the Bear" Be able to determine the truth and falsity of statements

Section V 1 hour study load Development creative imagination 33 3 Riddles-jokes Highlight the main properties disguised as tasks - jokes, riddles. Take 19 ass. 3 pages. "Everything on the shelves" Goryachev A. V., Klyuch N. V. Game "Masha and the Bear" To be able to highlight the main properties disguised in riddles

34 4 Symmetry by pattern Give the concept of symmetry. Lesson number 3 back. 2, p., Lesson number 24 back. 2 pp., "Everything on the shelves" Goryachev A. V., Klyuch N. V. Psychological center "Adalin", developing computer techniques... Games 5-6 years old part I lesson (№1-№2) -3, # 7-3, paint symmetrically. Be able to restore symmetry,

List of references:

1. Voloshin, O. V. Development spatial representations in the classroom of informatics in kindergarten / OV Voloshin // Informatics. - 2006. - No. 19.

2. Goryachev, A.V., Klyuch, N.V. Everything according to shelves: a guide for preschoolers 5-6 children / A... V. Goryachev, N. V. Klyuch. - 2nd ed., Rev. - M .: Balass, 2004 .-- 64 p.

3. Goryachev, A. V., Klyuch, N. V. Everything on the shelves. Methodical recommendations for the course of informatics for preschoolers / A... V. Goryachev, N. V. Klyuch. - M .: Balass, 2004 .-- 64 p.

4. Kravtsov, S. S., Yagodina, L. A. Computer game programs as a means of stabilizing the emotional state preschoolers / S... S. Kravtsov, L. A. Yagodina // Informatics. - 2006. - No. 12.

CONTENT

Explanatory note

Modern society is a society that lives in a world of constant multiplication of the flow of information. A computer helps a person to navigate correctly in a huge flow of information and solve practical problems.

Relevance the program is for children to besuccessful, they must be prepared in advance for the upcoming interaction with information technology at school. The interaction of preschool and school education in the computer science program is consistent with the computer science program for the primary school.

This program meets the requirements established by law:

Law on Education in {!LANG-26bcd2af349df391ad570e3cfa1c4d5b!}{!LANG-f9ea783cbadf3edd2498c5bbc654ccc0!}

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Item actions.

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Explanatory note.

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