Year LXVI, Issue 3, 2023<<Archive>>
Еducаtionаl Tеchnologiеs
GAME-BASED PROGRAMMING TEACHING FOR BEGINNERS IN PYGAME ZERO MODE – SAMPLE PYTHON TASKS. PART II – PYGAME LIBRARY
This article is a natural continuation of its first part, published in the journal “Mathematics and Informatics”, wherethe terminology related to game-based learning and the role of tasks in learning the learning content, as well as example tasks and methodica...
programming; Python programming language; Pygame library; Mu programming environment
DATA STRUCTURE KNOWLEDGE MANAGEMENT THROUGH BLENDED LEARNING
The authors focus on the implementation of blended learning for constructing knowledge of Data Structures. One of the challenges of blended learning is to provide a model for creating an integrated learning environment that ensures an effective learning proces...
data structures; blended learning; e-learning; experiential learning
FLIPPED CLASSROOM AND TRADITIONAL METHOD IN TEACHING MATHEMATICS IN BULGARIAN SCHOOL
Flipped learning is an educational technique in which students engage with instructional materials outside of class (such as films, texts, or interactive tutorials) while using class time for active learning tasks such as problem-solving, group work, and discu...
flipped classroom; traditional classroom learning; blended learning; mathematics education
Еducаtionаl Issuеs
GRAPHIC CULTURE OF CONSTRUCTIVE MODELING OF FIGURES IN METRIC STEREOMETRY
Two approaches for drawing of stereometric objects by a constructive method are presented using algorithms designed to help solve problems in the construction of correct, visual and easy-to-draw drawings. The first approach is based on operations borrowed from...
methodology of geometry; constructivism of geometrical problem; graphic culture; modeling; alignment technique; visualization and visual representation
USING SENSORS TO DETECT AND ANALYZE STUDENTS’ATTENTION DURING ROAD SAFETY TRAINING IN PRIMARY SCHOOL
In this study, we use two sensors – Kinect v 2.0 and Tobii 5.0 in order to detect and measure the attention levels of primary school students during the road safety educational classes. We use custom-developed road safety serious games for conducting the exper...
road safety education; serious games; game-based learning; sensors