This article presents the technology of the organization of project-based learning in programming microcontrollers at the faculty of information technology (L.N. Gumilyov Eurasian National University). Based on the analysis of scientific-methodical and normative documents, scientific articles was developed a structural model of the organization of the project-based learning in programming microcontrollers. All the processes of the project development life cycle and the role of each member of the project team were described in stages. In the process of developing the project, students faced various difficulties and found ways to solve them. After the project-based seminars, the participants received an unforgettable experience in working with the team, applied the theoretical knowledge in practice to solve real problems.
The purpose of this research is to get students’ opinions on teaching programming to students with the help of educational games in the conditions of additional education in computer science. In order to carry out the study in accordance with the main purpose, the phenomenological approach, one of the qualitative research methods, was used. The participant group of the research consists of 40 students studying in computer science departments at various universities in Kazakhstan. Research data were collected with a semi-structured interview form developed by the researchers. As a result of the research, it has been determined that university students have half the experience of learning programming with the help of educational games. University students benefit from learning programming with the help of educational games. They categorised it as ease of learning, fun learning environment, permanence of learning, increasing motivation and developing problem-solving ability. Students categorised the disadvantages of learning to programme with the help of educational games as inadequacy in educational games, deficiencies in technical infrastructure and deficiencies in information infrastructure. Some of the students stated that learning programming with the help of educational games is not a disadvantage. Finally, the majority of university students participating in the research stated that they wanted to learn programming with the help of educational games. The results have led to the necessity of giving more space to programming courses with the help of educational games in the curriculum of the departments that provide programming-based education in universities. Keywords: Computer science, educational games, programming, student opinions;
Everyone uses a traditional five-point grading system to assess students' activities, however, it is not always possible to objectively evaluate students’ work using this method. Therefore, the authors use the criteria-based student assessment system in our lessons. The purpose of this article was to compile a model of a system for assessing students' functional literacy based on a criteria-based approach. An experiment was conducted on 32 people and data was collected using observation and interviews. As a result of the study, it was revealed that the assessment system makes it possible to determine how successfully one or another educational material is mastered, or a certain practical skill is formed. Based on the conducted practical experiment, the effectiveness of the content-structural model of the system for assessing the functional literacy of students based on the criteria-based approach in computer science has been proved. Keywords: Criteria-based assessment; computer literacy; integrated information; self-assessment procedures.
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