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<article article-type="research-article" dtd-version="1.3" xmlns:mml="http://www.w3.org/1998/Math/MathML" xmlns:xlink="http://www.w3.org/1999/xlink" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xml:lang="ru"><front><journal-meta><journal-id journal-id-type="publisher-id">asu</journal-id><journal-title-group><journal-title xml:lang="ru">Вестник Атырауского университета имени Халела Досмухамедова</journal-title><trans-title-group xml:lang="en"><trans-title>Bulletin of the Khalel Dosmukhamedov Atyrau University</trans-title></trans-title-group></journal-title-group><issn pub-type="ppub">2077-0197</issn><issn pub-type="epub">2790-332X</issn><publisher><publisher-name>Атырауский университет имени Халела Досмухамедова</publisher-name></publisher></journal-meta><article-meta><article-id pub-id-type="doi">10.47649/vau.25.v78.i3.18</article-id><article-id custom-type="elpub" pub-id-type="custom">asu-2216</article-id><article-categories><subj-group subj-group-type="heading"><subject>Research Article</subject></subj-group><subj-group subj-group-type="section-heading" xml:lang="ru"><subject>ПЕДАГОГИКА И ПСИХОЛОГИЯ</subject></subj-group><subj-group subj-group-type="section-heading" xml:lang="en"><subject>PEDAGOGY AND PSYCHOLOGY</subject></subj-group></article-categories><title-group><article-title>РАЗВИТИЕ ЦИФРОВОЙ ГРАМОТНОСТИ УЧАЩИХСЯ С ПОМОЩЬЮ СРЕДЫ ВИЗУАЛЬНОГО ПРОГРАММИРОВАНИЯ SCRATCH</article-title><trans-title-group xml:lang="en"><trans-title>DEVELOPING DIGITAL LITERACY IN THE ELEMENTARY SCHOOL USING THE SCRATCH VISUAL PROGRAMMING ENVIRONMENT</trans-title></trans-title-group></title-group><contrib-group><contrib contrib-type="author" corresp="yes"><contrib-id contrib-id-type="orcid">https://orcid.org/0000-0003-3777-6454</contrib-id><name-alternatives><name name-style="eastern" xml:lang="ru"><surname>Токжигитова</surname><given-names>Н. К.</given-names></name><name name-style="western" xml:lang="en"><surname>Tokzhigitova</surname><given-names>N.</given-names></name></name-alternatives><bio xml:lang="ru"><p>Нургуль Токжигитова – доктор философии PhD по специальности 6D011100 – Информатика факультета «Computer Science»</p><p>г. Павлодар</p></bio><bio xml:lang="en"><p>Nurgul Tokzhigitova – PhD specialty 6D011100 – Computer Science of the Faculty of Computer Science</p><p>Pavlodar </p></bio><email xlink:type="simple">nurgul287@mail.ru</email><xref ref-type="aff" rid="aff-1"/></contrib><contrib contrib-type="author" corresp="yes"><contrib-id contrib-id-type="orcid">https://orcid.org/0009-0008-5497-4544</contrib-id><name-alternatives><name name-style="eastern" xml:lang="ru"><surname>Низанова</surname><given-names>А. О.</given-names></name><name name-style="western" xml:lang="en"><surname>Nizanova</surname><given-names>A.</given-names></name></name-alternatives><bio xml:lang="ru"><p>Анар Низанова – учитель информатики</p><p>Алматинская область, г. Конаев</p></bio><bio xml:lang="en"><p>Anar Nizanova – іnformatics teacher</p><p>Almaty Region, Konaev</p></bio><email xlink:type="simple">anaraniz@bk.ru</email><xref ref-type="aff" rid="aff-2"/></contrib></contrib-group><aff-alternatives id="aff-1"><aff xml:lang="ru">Торайгыров университет<country>Казахстан</country></aff><aff xml:lang="en">Toraighyrov University<country>Kazakhstan</country></aff></aff-alternatives><aff-alternatives id="aff-2"><aff xml:lang="ru">Средняя школа №5 имени Ахмета Жубанова<country>Казахстан</country></aff><aff xml:lang="en">Secondary School No. 5 named after&#13;
Akhmet Zhubanov<country>Kazakhstan</country></aff></aff-alternatives><pub-date pub-type="collection"><year>2025</year></pub-date><pub-date pub-type="epub"><day>08</day><month>10</month><year>2025</year></pub-date><volume>78</volume><issue>3</issue><fpage>214</fpage><lpage>222</lpage><permissions><copyright-statement>Copyright &amp;#x00A9; Токжигитова Н.К., Низанова А.О., 2025</copyright-statement><copyright-year>2025</copyright-year><copyright-holder xml:lang="ru">Токжигитова Н.К., Низанова А.О.</copyright-holder><copyright-holder xml:lang="en">Tokzhigitova N., Nizanova A.</copyright-holder><license xml:lang="ru" license-type="creative-commons-attribution" xlink:href="https://creativecommons.org/licenses/by/4.0/" xlink:type="simple"><license-p>Данная работа распространяется под лицензией Creative Commons Attribution 4.0.</license-p></license><license xml:lang="en" license-type="creative-commons-attribution" xlink:href="https://creativecommons.org/licenses/by/4.0/" xlink:type="simple"><license-p>This work is licensed under a Creative Commons Attribution 4.0 License.</license-p></license></permissions><self-uri xlink:href="https://asu.ejournal.kz/jour/article/view/2216">https://asu.ejournal.kz/jour/article/view/2216</self-uri><abstract><p>Использование визуальной программной среды Scratch оказывает эффективное влияние на развитие цифровой грамотности школьников. Scratch предоставляет интуитивно понятный интерфейс и блочную структуру программирования, что позволяет учащимся осваивать основы алгоритмизации, логического мышления и творческого дизайна, а также совершенствовать свои знания. Развитие цифровой грамотности учащихся осуществляется через авторскую программу для 4-х классов, которая включает теоретические и практические задания, направленные на развитие вычислительного мышления и навыков решения проблем. В эксперименте приняли участие 82 учащихся начальной школы, эксперимент состоял из двух этапов: определения начального уровня знаний (pre-тест) и итогового теста (post-тест). Это позволило оценить эффективность программы в практическом применении. Авторская программа для развития цифровой грамотности через Scratch положительно влияет на развитие когнитивных, творческих и социальных навыков учащихся, готовя их к успешному освоению современных технологий и открывая новые возможности для личного и профессионального роста. Интеграция национальных ценностей в программу позволяет учащимся глубже понять свое культурное наследие и развивать его с помощью современных технологий. Это помогает подготовить их к тому, чтобы в будущем они стали конкурентоспособными личностями, сохраняя при этом свою национальную идентичность.Цель статьи - выявить возможности развития цифровой грамотности учащихся с помощью среды визуального программирования Scratch. В статье рассматриваются методические аспекты обучения цифровой грамотности с помощью среды Scratch, влияние на когнитивное развитие учащихся, а также возможности применения программы в образовательном процессе начальной школы.</p></abstract><trans-abstract xml:lang="en"><p>The use of the visual programming environment Scratch has a practical impact on the development of digital literacy among schoolchildren. Scratch provides an intuitive interface and a block-based programming structure, allowing students to master the basics of algorithmic thinking, logical reasoning, and creative design, as well as enhance their knowledge. The development of digital literacy among students is facilitated through an author's program designed for 4th-grade students, which incorporates both theoretical and practical tasks aimed at cultivating computational thinking and problem-solving skills. The experiment involved 82 primary school students and consisted of two stages: determining the initial level of knowledge (pre-test) and the final test (post-test). This allowed for the evaluation of the program's effectiveness in practical application. The author's program for developing digital literacy through Scratch has a positive influence on the development of students' cognitive, creative, and social skills, preparing them for the successful mastery of modern technologies and opening up new opportunities for personal and professional growth. The integration of national values into the program allows students to understand their cultural heritage better and develop it through modern technologies. This helps prepare them to become competitive individuals in the future while maintaining their national identity.The purpose of the article is to identify opportunities for the development of digital literacy of students using the Scratch visual programming environment. The article discusses the methodological aspects of teaching digital literacy using Scratch, its impact on students' cognitive development, as well as the possibilities of applying the program in the primary school educational process.</p></trans-abstract><kwd-group xml:lang="ru"><kwd>цифровая грамотность</kwd><kwd>визуальное программирование</kwd><kwd>Scratch</kwd><kwd>образовательные технологии</kwd><kwd>начальная школа</kwd><kwd>учащиеся</kwd></kwd-group><kwd-group xml:lang="en"><kwd>digital literacy</kwd><kwd>visual programming</kwd><kwd>Scratch</kwd><kwd>educational technologies</kwd><kwd>primary school</kwd><kwd>primary school students</kwd></kwd-group></article-meta></front><back><ref-list><title>References</title><ref id="cit1"><label>1</label><citation-alternatives><mixed-citation xml:lang="ru">Зуева А. ICILS-2018: Компьютерлік және ақпараттық сауаттылықты халықаралық зерттеу: Тест тапсырмалар жинағы / А. 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