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

Authors

  • 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.

Downloads

Published

2024-06-17

Issue

Section

Articles

How to Cite

SHAPE STUDENTS ’ KNOWLEDGE AND SKILLS BY CREATING APPLICATIONS IN THE PYTHON PROGRAMMING LANGUAGE. (2024). European Science Methodical Journal, 2(6), 318-326. https://europeanscience.org/index.php/3/article/view/726