Preschool computer program
Software Solutions for Preschoolers - FamilyEducation
Find which computer software will be most helpful in expanding your preschooler's knowledge.
The best computer programs for preschoolers who can't read must feature bright and entertaining graphics, clear sound, and simple instructions. If your pre-reader has any chance of using them on her own, software programs should require no reading or minimal reading. Instructions should be rendered graphically or through spoken words that your child will be able to understand easily. The graphics and sound should not be just incidental, related only to non-essential parts of the program. Rather, they should be integrated into the activities to enhance the content and make it more engaging.
A good preschooler's program must also be "user friendly," requiring just the mouse or at most one or two keystrokes for your child to execute commands. Activities should be easy to get into and just as easy to get out of. Most good children's programs use a "menu" format. The program begins by presenting a list—or even better, a set of pictures (icons)—that allows your child to choose among a variety of activities. A click of the mouse on the appropriate icon begins the activity. Similarly, when your child wants to quit—or switch to another activity in the same software package—she should be able to do so with little more than a click or two of the mouse. Otherwise, your child may end up feeling trapped in a particular activity.
The best computer programs for preschoolers also provide nothing but positive feedback. Try to avoid programs that display sad faces or toss off "humorous insults" when your child gets something wrong. These messages discourage your child and may even eat away at her self-esteem. The best programs respond to your child's errors by providing more clues that point to the right answer and saying, "Try again!" Good programs for preschoolers also ward off frustration by limiting the number of tries your child can make before the program itself supplies the right answer—and hopefully an age-appropriate explanation of why it's the right answer.
Most of all, software for preschoolers should be fun. Play is, after all, still your child's primary means of learning. And your child won't get anything out of a children's computer program if she doesn't enjoy using it.
Super Software
Computer software enters and leaves the market quickly. Yet the best children's programs have staying power. So chances are, none of the following programs will be obsolete by the time you read this. Any list of the best programs for preschoolers includes:
For young preschoolers (and toddlers):
- Alphabet Blocks (letter skills)
- My Paint (art skills)
- SnapDragon (sorting skills)
For all preschoolers:
- Allie's Playhouse (multiple skills): available only on CD-ROM
- The Backyard (multiple skills)
- Bailey's Book House (reading skills)
- Math Rabbit (math skills)
- Millie's Math House (math skills)
- The Playroom (multiple skills)
- Word Tales (letter and reading skills): available only on CD-ROM
For advanced preschoolers:
- KidPix 2 (creative art skills)
- MetroGnomes' Music (music skills)
- Scooter's Magic Castle (multiple skills)
- Yearn 2 Learn: Peanuts (multiple skills)
Q-tip
Many computer magazines now print regular reviews of software for children. These reviews can steer you toward the latest, greatest children's software packages.
Of course, new and exciting programs for preschoolers are introduced every month. So ask your software dealer, other parents of preschoolers, and your preschool teacher for their recommendations.
No matter how good the software, remember that your computer is just one way—and not the only way—for your preschooler to learn numbers, the alphabet, and other skills. You can help your child get the most out of the computer by following up on concepts learned through software during the rest of your day together.
Letting your child move his own piece in a board game will give him practice in counting out spaces. Or prompt your child to use his peas, macaroni, or other foods on his plate to practice addition or subtraction. You can help in letter recognition by pointing out various letters and sounds when you read to your child. The computer should complement or reinforce the concepts and skills learned through these day-to-day interactions. But nothing should take their place.
The Best Software for Early Childhood Education Classrooms
Early childhood education (ECE) today is seeing an increase in technology as a part of the classroom integration. With innovations in technology and software today, it’s only sensible that it gets introduced to classrooms for young children starting at a very early age. In order to prepare them for the devices they must handle in their near future such as laptops, desktops, tablet devices and mobile phones, these tools get introduced to them starting inside classrooms. Technology, however, isn’t just for teaching children how to use them. ECE is seeing the benefits of software tools that are great for learning. The laptops and touch screens get students involved in interactive educational games for developing skills in math, reading, typing, day-to-day tasks and positive reinforcement for good behavior. Studies have shown improvement in these subjects as well as a keen level of adjustment to these technological introductions in classrooms. They’re developing advanced cognitive skills as well as interaction skills with the help of technology inside classrooms. Below are some software suggestions for ECE classrooms today.
Alphabets (Reading Comprehension)
TeachMe Toddler
Words and letters are the basic foundations to ECE. An excellent app for tablet devices is TeachMe Toddler, which brings phonic learning, letters, colors, shapes and numbers into the classroom in a single app. It is an excellent app for children to learn letters, basic words and names of shapes and numbers. This app is great for ages 5 and up, and costs only 99 cents on iTunes, although customer reviews on iTunes have mentioned that 2 year-olds have also learned to use it. This app is compatible with iPads, iPhones and the iPod touch.
Mystery Word Town
The Mystery Word Town is a cowboy themed app that gets students to learn spelling in a fun and enriching way. The students must collect letters, which is equivalent to collecting gold, in order to put together the spelling of the right word. There are small challenges along the way which students can overcome in order to advance in the game. This app can be used for multiple players and there are several levels of difficulty. There are also two modes of play so that students won’t grow tired of the same game. This app is great for grades 1st through 7th. Students can learn words and how to spell them based on sight. Students also get used to hearing the words as they play so they pick up on pronunciation. An important feature of this app is that there are no links to external sites or social media so that there are no distractions. There are no ads or third party site links, making it a kid-friendly app.
Positive Behavior Support and Reinforcement
ClassDojo
ClassDojo is an excellent software tool that you can easily integrate into your classroom. It is easy for teachers and students to learn to navigate. It has tools for instant messaging between teachers and parents to stay easily updated and posted, as well as broadcast announcements for the whole classroom and students’ parents to receive, “message received” notifications for teachers to monitor that parents have received and read any messages that teachers have sent on the students’ progress, as well as a photo feature to share any classroom moments with the students’ family. What makes the ClassDojo a preferred software for classrooms is its compatibility with devices such as the Android, iOS products such as iPads, iPhones and iPods, and all laptops and computers. So far, ClassDojo has been ranked highly in multiple blogs and site for its innovative and interactive use in classrooms while meeting very basic needs of teachers, students and parents altogether.
Math and Counting Apps
Count Sort Match
Count Sort Match is a great app that is fun and easy to use in classrooms for young children to learn how to count. It is essentially a match game that lets students match the right number with the right word to describe that number. It is an easy app to get students learning numbers and counting.
Hungry Fish
Another popular app is Hungry Fish. This software lets students find coral reef numbers with a number match with the number on the fish. As the fish eats the correct number, the fish grows bigger. This fun and interactive software is an excellent and playful way to get students to be engaged and learning.
Park Math
Park Math is a great software to get preschool children to play games on counting, patterns, sorting and very basic addition. The game is attractive to children because of the animal characters, bright colors, and interactive games. Children have responded positively to the Blue Bear host especially, and allowing children to grow comfortable with basic number concepts.
Writing and Illustrating
StoryBird
Young children love to create. Exploring creative options in the classroom is not only fun but with software or app, it’s mess-free. StoryBird is an app that can be made on tablet devices for children to write their own storybook. There are very simple tools that students can easily learn to navigate to create their own story, pictures, and words. Once it’s completed, students can share it in the classroom to show their peers and read their stories to their classmates. StoryBird is an excellent tool for teachers as well to custom-make their own stories that is oriented specifically for their own classrooms. Teachers can include their own students inside the book turning this classroom tool into an event.
Little Bird Tales
Little Bird Tales is a similar learning tool that involves writing and creating e-books through a software. There is a drawing pad on this app for students to create their own illustrations. It is mess-free and can be an engaging way for students to flex their creative muscle. Students can use it to write their own stories or reports, depending on the assignment that teachers have for them. Families can also use this app to engage with their students and their school work. It’s also commonly used as a form of photo album that keeps baby photos.
Typing Software
Typing Instructor for Kids
Typing Instructor for Kids is a great software that is highly reviewed and consistently ranked highly on blogs and other review summaries. The interactive tutorial software is designed to get children engaged in typing, even instructing children on the best posture to keep when sitting and typing. Kids learn basic words or references such as WPM so that they get used to computer jargon starting at an early age. Children are exposed to various games such set in places like the west, underwater, in the air, under the sea or at the edge of a cliff. These various backdrops keep children focused and engaged. They play games while they learn to type and progress. This is an easy software that is simple for teachers to get used to, and for children to learn to navigate. It’s an important tool for classrooms to get children typing at an early age. Kids also learn the basics of where to keep their fingers when learning to first type.
Day-to-Day
Teacher Tube
Teacher Tube is a video channel that is great for teachers to upload videos that are educational or have announcements. Students and parents can stay abreast on classroom updates through this interactive video tool. There are documents that can be uploaded for sharing, groups for discussions, profiles for all teachers, blog sites, and audio clips for teachers to upload sound clips such as storytelling and announcements. It’s also a great tool for students to refer to if they are on break and need a day-to-day update source. Seeing their teacher on a video channel could keep their educational experience consistent so that students don’t fall behind. This is also a great tool for students who are out sick. Teachers can upload videos of class courses for students to check out at home. This would prevent falling behind at school as well.
Computer program for the development of children of senior preschool age "Tsvetik-Semitsvetik"
A pronounced trend in the development of modern society is its informatization, accompanied by an ever wider and more intensive introduction of information technologies into various spheres of human activity.
Only three decades ago it seemed that the computer is a complex and mysterious device of the distant future, which is available only to a select few. And today, due to its versatility, it is useful to a person of any profession. It is the universality of computer tools that determines their developmental effect in education. The computer can be used not only as a practical aid in computer science lessons, but also as a means of expanding the possibilities of the educational process in all educational institutions from kindergarten to school.
The interest of children in the computer is enormous, and it is up to adults to create conditions for its maintenance and expansion in order to develop and improve the cognitive abilities of the child.
In this regard, there is a need to "introduce" children to the computer world, as early as possible, already at preschool age, so that this world becomes familiar and natural for the child. L.S. Vygotsky wrote that children's play is born from a contradiction: the child wants to act like an adult, but cannot, because he is still small, and then, instead of riding a horse or driving a real car, he sits on a stick or even just honks himself like a car or a train, i. e. plays, replaces reality in the game. In the case of a computer, a child's dream can easily come true, but only thanks to special computer game programs. This is how the motivational readiness to enter the computer world is born, the desire to master computer wisdom and start the game appears.
With an appropriate approach, many areas, tasks, as well as the content of educational work with children can be provided with developing computer games.
An analysis of the results of the implementation of the "Rainbow" program in a preschool institution showed that despite the rather high levels of education, training and development of preschoolers, teachers are constantly faced with the problems of promptly updating the teaching and methodological support of the educational process, as well as the lack of adequate control and measuring materials analysis of the success of mastering the program by preschoolers and modern technologies for consolidating the acquired knowledge by children in practical activities. All this set the kindergarten teachers the task of expanding the possibilities of using computer technologies in the educational process and practical activities, creating computer programs in order to improve the quality of the success of solving the above issues.
The creation of a computer program, which is based on the possibility of expanding the social experience of children, as well as assessing the level of assimilation of the material of the ongoing program "Rainbow" and its active implementation in the practice of the work of a preschool institution, makes it possible to qualitatively implement the main goal of education - the use of life experience as the basis of socialization.
Based on the foregoing, we can say that the use of computer technology is a way to improve the entire pedagogical process, improve the education of the child, help in diagnosing development, developing children's initiative and curiosity, expanding the possibilities of creating elements of a developing environment, expanding the possibility of implementing individually differentiated approach to the child and create a positive emotional background. The use of a computer is possible and necessary. It helps to increase interest in learning, its effectiveness, comprehensively develops the child.
Name of the program: the author's project of a computer program for the development of children of senior preschool age "Flower - seven flowers" age to study at school, promoting the development of elementary computer literacy by preschool children, creating conditions for the successful socialization of children in society, the formation of independence in preschoolers, determination, the ability to set a task and achieve its solution, normalization of the emotional-volitional and personal sphere of preschoolers.
The program is built on the following principles:
1. The principle of developmental education.
2. The principle of nurturing education.
3. The principle of systematic and consistent learning.
4. The principle of accessibility.
5. The principle of individual personal control.
6. The principle of consciousness and activity of children in the assimilation of knowledge and their
implementation.
Program description:
The author's computer program "Flower-Semitsvetik" is designed to work with children of older preschool age.
The program "Flower-Semitsvetik" is built on the basis of materials recommended by the authors of the comprehensive program for children of senior preschool age "Rainbow" (T.N. Doronova, T.I. Grizik, V.V. Gerbova, E.V. Solovieva, S. G. Jacobson and others). It is addressed primarily to preschool teachers, but can be used for self-study at home by parents interested in the development of their children.
Work with the application of the program is carried out under the supervision of a teacher who draws up an individual plan, selects a task in accordance with the topics studied, controls the correctness of the tasks performed by the child and doses the necessary load.
As part of a systematic approach, the computer program "Tsvetik-Semitsvetik" offers more than 60 tasks with three levels of difficulty, combined into four thematic sections:
"Cognitive development" - 12 lessons;
"Mathematics and Logic" - 9 lessons;
"Artistic and aesthetic development" - 18 lessons;
"Personal safety rules" - 9 lessons.
Each section of the computer program "Flower-Semitsvetik" consists of several blocks with sound instructions and animation. At the same time, the tasks included in the blocks are aimed at consolidating and testing knowledge in the section of the program.
The color scheme of each section is preserved in all its constituent exercises in the form of color backgrounds and psychologically contributes to the creation of a single associative line within each section.
Each section is supposed to have its own animated character that accompanies all the exercises of the block (“Cognitive Development” - Baba Yaga, “Mathematics and Logic” - Mary Poppins, “Artistic and Aesthetic” - Magic Brush and Cheerful Note, “Personal Safety Rules” - uncle Styopa).
Work with all the exercises of the program is carried out based on visual control. Their visualization takes place on the monitor screen in the form of cartoon images and symbols. In case of incorrect performance of the task, it is possible to go back and achieve the correct result. If the task is completed correctly, bonuses or surprises are expected.
The computer program "Tsvetik-Semitsvetik" provides for the possibility of individual adjustment of parameters corresponding to the present level and zone of proximal development of the child.
Colorful drawings, animation of objects, sound and musical accompaniment make the program attractive for children.
All tasks of the program are built in a playful way, while creating a problem situation, the solution of which is made by means available to the child. From the side of the computer, it is not an impersonal program that acts, but a cheerful and funny computer hero Tsvetik-semitsvetik, who explains to the child the purpose and rules for completing the proposed task, helps him complete it, and gives a final or intermediate assessment of the performed action. This creates a positive motivation when working with the program, as it is interesting for the child to communicate with the computer hero.
In addition, with the traditional system of education, the child is not always able to apply the acquired knowledge in a communication situation, but in the process of working on a computer, he has such an opportunity. Communication with the computer hero of the program - Tsvetik-Semitsvetik contributes to the development of proper communication skills in children due to the fact that specially constructed and selected tasks encourage the child to enter into communication with him.
The computer program Tsvetik-Semitsvetik is easy to manage. It has an accessible interface, is intuitive for a child, and has navigation keys. Thus, no special training is required to work with the program, and user skills are acquired directly in the process of using it. The ease of use of the program is a necessary condition when working with preschool children, since the computer should not become a subject of study for a preschool child.
Lesson structure.
Each lesson is complex. It includes stage III.
I stage - preparatory.
The child is immersed in the plot of the lesson, the period of preparation for computer game through educational games, conversations, contests, competitions, which will help him to cope with the task. Turns on gymnastics for the eyes, finger gymnastics for the preparation of the visual, motor apparatus to work.
Stage II - main.
Includes mastery of how to manage the program to achieve results and independent game of the child at the computer.
Stage III - final.
It is necessary to relieve visual (gymnastics for the eyes is carried out), muscle and nervous tension (physical minutes, acupressure, a set of physical exercises, relaxation to music).
Classes are held in subgroups of 8-10 people 2 times a week in the first or second half of the day, depending on the topics of the blocks.
Duration of each session:
Stage 1 - 10 minutes,
Stage 2 - 10 minutes,
Stage 3 - 5 minutes.
Expected results:
As a result of using the computer program for the development of children of senior preschool age "Flower-Semitsvetik", we will get the following results:
Formation of ideas of older preschool children about the capabilities of a computer as a modern tool for obtaining and processing information.
Formation of basic computer skills.
Overcoming the psychological barrier when working on a computer.
Formation of learning activity skills: the ability to accept and set a learning and cognitive task, the ability to hear and follow instructions, the ability to plan one's own activity and work according to algorithms, the ability to control the course of activity and evaluate the results of one's own activity.
Formation of ideas and knowledge in various educational areas of the Rainbow program: mathematics and logic, cognitive development, artistic and aesthetic activities of children, personal safety rules.
The development of the child's sensory abilities. Preschoolers will acquire independence, self-discipline, concentration, perseverance; will be attached to empathy, cooperation, co-creation.
The development of basic mental processes: memory, attention, imagination, thinking.
Annex 1
Annex 2
Annex 3
Work program for children of senior preschool age "Computer + preschooler"
Municipal budgetary preschool educational institution of the Gaiter rural settlement 9
Educational program of the circle "Preschooler + computer" Lysenko Nadezhda Alexandrovna
2015 year
Explanatory a note.
Relevance work in this direction is dictated by time itself. Modern world today makes new demands on the perception and use of information - communication technologies in work with children. Technology has taken a strong position in many areas of modern life, quickly penetrated kindergartens, schools and at home. The scientific and technological revolution has expanded the concept of literacy: now a literate person is one who not only writes, reads, counts, but also knows how to use a personal computer.
Intelligent the development of a preschooler today is impossible to imagine without a computer, which is for him the most modern gaming tool. However, it serves powerful technical training tool and plays the role of an indispensable assistant teacher in education and development. Information technology is in as a means of forming the leading spheres of the child's personality: socio-moral, emotional-expressive, cognitive, artistic and aesthetic, activation of mental processes, disclosure creative abilities.
Necessary note that the use of new information technologies in kindergarten does not provide for teaching children the basics of computer science and computing technology, and the transformation of the subject-developing environment of the child. Usage gaming capabilities of a computer combined with didactic capabilities allows for a smoother transition to learning activities.
Front modern teachers have an urgent task - to become a guide for the child in world of new technologies, a mentor in the choice of computer programs.
Main goal of the program: development of logical thinking and cognitive activity of older preschool children through the use of computer. The goal is achieved in the process of various activities: game, educational, motor, art.
Educational tasks.
• Shaping information culture. For preschool children, it is the understanding that what a computer is for, in what areas of life it is used, how much it is possible work on time, how to properly handle equipment. If these tasks are performed, then in the future the child will not perceive the computer only as console for games, but as a multifaceted device with endless possibilities for education, for creativity.
• Education of children needs for cooperation, interaction with peers, and feelings personal responsibility.
Developmental tasks.
• Development of basic properties of attention, observation, creative imagination, logic.
• Skill development think, explore, interact, bring the work started to the end.
• Improvement dialogical speech of children: the ability to listen to the interlocutor, understand questions, answer them, be able to ask questions.
Educational tasks.
• Shaping basic skills in working in the "Paint" graphic editor and text editor Word.
• Shaping systems of knowledge about the device of a computer, about the rules of behavior and technology security in the computer class.
Distinctive The peculiarity of this educational program lies, firstly, in the close cooperation between kindergarten and school. Secondly, it enables each child to continue further education within the school to work for computer. And the main idea is to harmoniously combine ICT with traditional means of child development.
Features age group of children. The program is designed for children 6-7 years old. characteristic a feature of this age is the development of cognitive and mental mental processes: attention, thinking, imagination, memory, speech.
Attention . In the process of studying preschoolers on the computer, their memory and attention improve. During preschool age, the child's predominant involuntary attention, they cannot consciously try to remember this or that other material. And the child involuntarily pays attention only to bright things. And here the computer is simply indispensable, as it transmits information to in an attractive form for children, which not only speeds up the memorization of content, but also makes it meaningful and long-term. Voluntary attention begins at child develop only towards the end of preschool age. Then the child begins to consciously direct and hold it on certain objects and objects.
Memory . By the end of preschool age, the development of arbitrary visual and auditory memory. Memory begins to play a leading role in the organization of mental processes.
Development thinking . By the end of preschool age, a higher level reaches development of visual-figurative thinking and logical thinking begins to develop thinking, which contributes to the formation of the child's ability to allocate essential properties and signs of objects of the surrounding world, the formation ability to compare, generalize, classify.
Development imagination . Towards the end of preschool age the development of creative imagination, this is facilitated by various games, unexpected associations, brightness and concreteness of the presented images and impressions.
B in the sphere of speech development, by the end of preschool age, active vocabulary is expanding reserve and develops the ability to use various complex grammatical structures.
Classes on the computer are of great importance for the development of not only intelligence, but also motility. In any game, from the simplest to the most complex, you need to learn press certain keys with your fingers, which contributes to the development of small musculature of the hands and motor skills of children.
Mental development and formation of the personality of the child by the end of preschool age closely associated with the development of self-awareness. A child of 6-7 years of age develops self-assessment based on awareness of the success of their activities, assessments peers, teacher assessments, approvals from adults and parents. Child becomes able to realize himself and the situation that he is currently occupies in the family, in the children's group of peers.
B as the most important neoplasm in the development of the mental and personal sphere child 6 - 7 years of age is the subordination of motives. Awareness of the motive “I must”, “I can” gradually begins to prevail over the motive “I want”.
Child 6 - 7 years of age strives for self-affirmation in such activities, which are subject to public evaluation and cover various areas.
Awareness his own "I" and the emergence on this basis of internal positions to the end preschool age gives rise to new needs and aspirations. As a result the game, which is the main leading activity throughout the preschool childhood, by the end of preschool age can no longer fully satisfy child. He has a need to go beyond his childhood image life, take a place available to him in socially significant activities, i.e. the child strives to adopt a new social position - the “position of a schoolchild”, which is one of the most important results and features of personal and mental development of children 6 - 7 years of age.
Feature enrollment of children is a mandatory survey of parents. The purpose of which is identification of parents refusing to attend this circle with their children.
Activity mode. The program is designed for 34 hours per year (1 hour per week). It should be noted that the duration of the lesson is different from the academic hour (45 minutes) and is only 30 minutes. This is in line with health and safety guidelines. when working with a computer. Classes are held in subgroups. Each lesson - complex and includes 3 stages:
• preparatory – immersion in the plot of the lesson, preparation for working at the computer (10 min.);
• basic - mastering the way to manage the program to achieve results and independent activity of the child at the computer (15 min.);
• final - removal of visual and physical tension (5 min.)
Predictable results
As a result of the study course children should know :
• names and functions main parts of a computer;
• safety instructions and rules of conduct in the computer class;
be able to:
• use in keyboard and mouse operation;
• perceive and analyze information from the screen;
• exercise necessary operations when working in "Word" and the graphic editor "Paint";
• name parts computer;
• compare objects, grouped according to their characteristics;
• find patterns in the image of objects, generalize categories;
• make up a whole of proposed parts;
• navigate time and space;
• be aware of goals and choose a system of actions to achieve and evaluate the result of their work.
On In the classroom, children learn to overcome difficulties, control the implementation actions and evaluate results. Thus, the computer helps to develop not only the intellectual abilities of the child, but also brings up strong-willed qualities, such as independence, composure, concentration, perseverance.
Educational and thematic plan.
No. | Topic | Number of hours |
1 | Hello class computer. | 2 |
2 | Device computer. | 5 |
3 | Variety computer games. | 4 |
4 | Text editor Word. | 5 |
5 | Practical work "Creating and editing text". | 1 |
6 | Graphic paint editor. Working with tools. | 8 |
7 | Creative workshop. | 1 |
8 | Graphic paint editor. Construction of lines and figures. | 6 |
9 | Device "Printer". | 1 |
10 | Quiz "The computer is my new friend" | 1 |
| Total: | 34 |
Program content.
Topic 1. Hello, computer class.
Lesson 1. Introductory occupation.
Introduction to the program. Determination of the degree of familiarity of children with the computer. Individual conversations about the purpose of the computer, its role in human life. Find out which of the children have a computer at home. Do parents let him spend time with him? Excursion to computer class.
Lesson 2. Adaptation to the computer class. Safety precautions and rules of conduct in a computer class. Promoting interest in learning. Educational game "Find 10 differences.
Topic 2. Device computer.
Lesson 1. Composite computer parts.
Introduction to functional structure and basic devices of the computer. Extension outlook and development of intellectual abilities. Educational game "Define signs of autumn.
Lesson 2. Device "monitor".
Introduction to monitor device. The development of temporal representations and spatial orientations. Days of the week. Educational game "Make a picture" Clock ".
Lesson 3. "Working table".
Introduction to desktop content. Developing Sequence Skills verbal actions. Educational game "Dress the doll according to the season"
Lesson 4. Mouse manipulator.
Introduction to mouse manipulator. Explanation of the working principle. Development of management skill computer mouse. Development of attention, speed of reaction. Educational game "Find the extra."
Session 5. Keyboard.
Introduction to keyboard. Names and functions of the main keys. Improving work with "mouse". Training exercises.
Topic 3. Computer games.
Lesson 1. Didactic games.
Introduction to some types of computer games. Didactic games. Improving computer mouse skills and the ability to use program shortcuts. Development of abstract - logical thinking, speed of reaction. Computer game "Puzzles".
Session 2. Occupation-game. Acquaintance with the developing game "Lotto" to increase motivation in learning to work with computers. Strengthen the ability to manage actions on the screen using a computer mouse.
Lesson 3. Mathematical computer games.
Introduction to mathematical computer games. Educational game "10 monkeys". Development visual and auditory perception.
Lesson 4. Linguistic games.
Communication game "Describe the picture and think of a sequel." Development of language competencies, skills fully answer questions.
Topic 4. Text word editor.
Session 1. Introduction with a text editor.
Names and functions main keys. Improving the work with the mouse. Letter row. Educational letter game. Development of complex thinking, memory.
Lesson 2. Keyboard travel.
Getting to know the key "Shift", the concept of "lowercase" and "capital" letters. Developing the ability to use "Enter", "Space", "Arrow". Improving keyboard skills and mouse. Educational game "Make a word."
Session 3. Consolidation of acquired knowledge.
Consolidate knowledge main keys. Development of visual perception, typing skills. Educational game "Color the picture".
Lesson 4. Small compositors.
Strengthen knowledge about keyboard. Development of the skill of typing individual words. Improvement of language competencies. Linguistic games.
Activity 5: Digital keyboard row.
Introduction to digital next to the keyboard. Formation of the ability to use the number series when typing tasks and examples. Consolidation of elementary mathematical skills. Mathematical game "Magic Numbers".
Topic 5. Practical work "Creating and editing text".
Summary of the topic “Text editor “Word”. Contributing to the development of oral and written speech. Determination of the degree of mastering by children of this topic.
Topic 6. Graphic paint editor. Working with tools.
Activity 1. Fun "drawing". Tools "Pencil", "Brush".
Panel introduction tools. Development of the skill of working with the tools "Pencil", "Brush". Development of aesthetic taste, creative imagination. Formation visually - figurative thinking, creative drawing. Drawing "Magic wand". Educational game color the picture.
Lesson 2. Tool "Eraser".
Skill development work with the Eraser tool, with the command bar: "File" - "Create". Picture "Identikit".
Lesson 3. Palette. Fill tool.
Get to know palette of colors, the concept of "closed path" and the tool "Fill". Creation a simple drawing using graphic primitives and built-in tools graphic editor. Development of creative abilities. Drawing "Butterfly and flowers". The game "Make a picture."
Session 4. Consolidation of acquired skills.
Improvement working with the tools "Brush", "Fill". Coloring a closed contour. Development of general categories. Game Color the picture.
Lesson 5. Basic brush and background color.
Introduction to basic brush color and background color. Development of creative imagination. Drawing "Clouds".
Lesson 6. Tool "Spray".
Introduction to sprayer tool. Consolidation of skills in the graphic environment editor. Drawing "Winter Landscape".
Lesson 7. Create computer drawing "Snowman".
Improvement skills of work in the environment of the graphic editor. Introduction to the Winter Games amusements. Creation of a computer drawing "Snowman". Educational game "Compose snowman picture.
Session 8. Introduction with command bar and eyedropper tool.
Panel introduction commands, with the "Pipette" tool, the formation of the ability to save computer picture. Expanding knowledge about pets. Saving the picture "Wild and Pets". Sound lotto game
Topic 7. Creative workshop.
Generalization of knowledge on program "Paint", toolbar; determination of the level of assimilation software material. The development of independence, fantasy. Drawing by choice.
Topic 8. Graphic paint editor. Construction of lines and figures.
Lesson 1. Classification of geometric shapes. The concept of "ornament".
Geometric types figures according to a given attribute. Introduction to the concept of ornament. Formation the ability to use "choice" when creating a virtual drawing. Development design and modeling skills. Drawing "Mouse pad". The game "Mosaic".
Lesson 2. Tool "Oval".
Working with built-in tools and primitives of the graphic editor. Consolidation of skill use "selection" when creating a virtual drawing. fantasy development, creative abilities. Drawing "Balloons".
Lesson 3. Line and Rectangle tools.
Introduction to tools "Line", "Rectangle". Development of geometric skills modeling and design. Symbols of Russia. Drawing "Russian flag".
Session 4. Consolidation of skills in the use of tools.
Fortify Skill use the tools of the graphic editor. The development of logical and combinatorial thinking, creative imagination. Logical task "Find Circle house. Dramatization "Geometric figures".
Lesson 5. Tool "Curve Line".
Introduction to tool "Curve line" and principles of work. Geometric formation thinking and spatial perception. Drawing "Seascape".
Session 6. Strengthening the skill of working with the Curve Line tool.
Improvement Skill in working with the Curve Line tool. Geometric formation thinking, graphic skills, temporary representations. Drawing "Night landscape".
Topic 9. Device "Printer".
Introduction to printer, its purpose and capabilities. Compiling a computer game for print "Labyrinth".
Topic 10. Quiz The computer is my new friend.
Material fastening on this course. Riddles, didactic, mathematical, linguistic games.
Methodical program provision.
Forms of conduct classes: conversation, practical task, lesson-game, games, training exercises, quiz, excursion, creative workshop.
Essential function computer - educational. The games are carefully selected taking into account the age and learning orientation. Custom-made computer games are designed so that the child can not only imagine a single concept or a specific situation, but also to get a general idea of all similar objects or situations. This approach allows children to develop important operations of thinking - generalization and classification.
Methods of organization educational - educational process .
Training the following methods of organizing the educational process are used: verbal, visual and practical. The choice of teaching methods depends on psychophysiological, age characteristics of children, themes and forms of classes. At In this case, in the learning process, all methods are implemented in the closest relationship.
List didactic materials .
Didactic course provision: books, stands, illustrations, slides, educational applied programs in electronic form.
Didactic the material is selected and systematized in accordance with the educational and thematic plan (for each topic, age and psychological characteristics of children, level their development and abilities.
Financial - technical means.
Room:
- computer class, designed in accordance with the profile of the classes and equipped in in accordance with sanitary standards: tables and chairs for the teacher and students, classroom board, cabinets and racks for storing educational literature and visual aids.