SHAPE STUDENTS ' KNOWLEDGE AND SKILLS BY CREATING APPLICATIONS IN THE PYTHON PROGRAMMING LANGUAGE

Mukhiddin Uljayevich Ashurov

Tashkent State Pedagogical University named after Nizomi Senior Teacher of the Department of Informatics and its Teaching Methodology

Keywords: object-oriented programming; Python; elective course; a game; Informatics.


Abstract

This article discusses the problem of lack of time for teaching high school students object-oriented programming within the discipline “Computer Science” and its solution by developing an elective course aimed at in-depth study of the Python programming language through the creation of game applications. The course offers the development of two games: arcade and logic using the capabilities of the Pygame and Arcade libraries.