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

dc.contributor.authorMukhiddin Uljayevich Ashurov
dc.date.accessioned2025-12-30T07:50:46Z
dc.date.issued2024-06-17
dc.description.abstractThis 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.
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dc.identifier.urihttps://europeanscience.org/index.php/3/article/view/726
dc.identifier.urihttps://asianeducationindex.com/handle/123456789/27508
dc.language.isoeng
dc.publisherEuropean Science Publishing
dc.relationhttps://europeanscience.org/index.php/3/article/view/726/700
dc.rightshttps://creativecommons.org/licenses/by-nc/4.0
dc.sourceEuropean Science Methodical Journal; Vol. 2 No. 6 (2024): ESMJ; 318-326
dc.source2938-3641
dc.subjectobject-oriented programming; Python; elective course; a game; Informatics.
dc.titleSHAPE STUDENTS ' KNOWLEDGE AND SKILLS BY CREATING APPLICATIONS IN THE PYTHON PROGRAMMING LANGUAGE
dc.typeinfo:eu-repo/semantics/article
dc.typeinfo:eu-repo/semantics/publishedVersion
dc.typePeer-reviewed Article

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