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The article examines the scientific, methodical, and practical potential of using didactic games in teaching the Python programming language to school students and offers specific examples of game tasks for studying the basic constructs of the language.
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The article examines the scientific, methodical, and practical potential of using didactic games in teaching the Python programming language to school students. The relevance of the research is driven by the need to overcome cognitive barriers and increase student motivation while mastering the abstract concepts of algorithmization in the context of modernizing school education. The authors classify the main types of didactic games (board games, unplugged computer science activities, interactive and digital environments) adapted to the syntactic features of Python. The paper offers specific examples of game tasks for studying the basic constructs of the language (variables, loops, branching) and describes the methodology of their integration into the educational process. The impact of gamification on the development of school students' algorithmic and logical thinking is analyzed.
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@article{2026USING,
title = {USING DIDACTIC GAMES AS A TOOL FOR TEACHING PYTHON PROGRAMMING IN A SCHOOL COMPUTER SCIENCE CURRICULA},
author = {А. Талипов},
journal = {Journal of Universal Science Research},
year = {2026},
doi = {10.66301/jusr/vol4_issm/art225},
url = {https://doi.org/10.66301/jusr/vol4_issm/art225}
}
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