coding

Programming and Creating Games (Robotics Edition)

 
 
With the increased use of computers in all areas of life, there is a growing interest in learning about the fundamentals of computing, including the ability to use computational thinking and coding to create computer programs.
 

These are a series of video lessons, accompanied by quizzes, exercises, solutions, educational games, documents, and presentations.

A special feature of the videos contained in these educational resources is that they are short cartoon films where each hero has a unique and very humorous character.

The main purpose of the e-course is to cultivate the students’ computational thinking and develop their synthetic and analytical skills.

This is achieved through the teaching of highly modern educational modules such as the creation of computer games and the programming of educational robots.

More specifically, in this e-course you will find educational resources on M.I.T Scrach 3.0 & 2.4 software as well as educational activities on Edison robot, and its EdScratch training software.

This e-course can be used by classroom teachers and by students themselves.

This e-course is intended for students from 9 years old. It can be used by a teacher inside a classroom in a blended learning educational program or by a student him or herself with a guardian’s help.

Includes, among other tools, short funny cartoon – style video clips, quizzes, exercises, solutions of exercises, educational games, projects, accompanying documents and presentations.

 

A special feature of the videos contained in these educational resources is that they are short cartoon films where each hero has a very unique and humorous personality.

The educational resources you will find in this e-course also include educational robotics activities as Edison Robot can be programmed with EdScratch. This means that the student sees his code come to life, which helps him in particular to achieve the educational goals of each unit.

The latest addition is the integration of activities about the Micro:bit microcontroller, which can be connected with MIT Scratch.

A curriculum of 56 teaching hours is proposed.

A teachers’ book is available containing lesson plans, tips, additional resources, and exercise solutions. Follow the link in the image below to view the teachers’ book:

Upon completion of the course, the student will be awarded the Coyotelearner’s STEM Academy Certificate of Completion.

ECDL Computing with Python

With the increased use of computers in all areas of life, there is a growing interest in learning about the fundamentals of computing, including the ability to use computational thinking and coding to create computer programs.
 
The ICDL Computing module sets out the skills and competences relating to computational thinking and coding and will guide you through the process of problem-solving and creating simple computer programs. Based on the ICDL Computing syllabus, this module will help you understand how to use computational thinking techniques to identify, analyse and solve problems, as well as how to design, write and test simple computer programs using well structured, efficient and accurate code.
 
On completion of this module you will be able to:
• Understand key concepts relating to computing and the typical activities involved in creating a program.
• Understand and use computational thinking techniques like problem decomposition, pattern recognition, abstraction and algorithms to analyse a problem and develop solutions.
• Write, test and modify algorithms for a program using flowcharts and pseudocode.
• Understand key principles and terms associated with coding and the importance of well-structured and documented code.
• Understand and use programming constructs like variables, data types, and logic in a program.
• Improve efficiency and functionality by using iteration, conditional statements, procedures and functions, as well as events and commands in a program.
• Test and debug a program and ensure it meets requirements before release.

This e-course is intended for students of 12 years and over.

Includes, among other tools, short funny cartoon – style video clips, quizzes, exercises, solutions of exercises, educational games, projects, accompanying documents and presentations.

Educational Games (Screenshots)

A special feature of the videos contained in these educational resources is that they are short cartoon films where each hero has a very unique and humorous personality.

The educational resources you will find in this e-course also include educational robotics activities as Edison Robot can be programmed with Python. This means that the student sees his code come to life, which helps him in particular to achieve the educational goals of each unit.

The latest addition is the integration of activities with the Micro: bit microcontroller, which may also be programmed with (micro) Python.

 

 

A curriculum of 66 teaching hours is proposed.

A teachers’ book is available containing lesson plans, tips, additional resources, and exercise solutions. Follow the link in the image below to view the teachers’ book:

Upon completion of the course, you can take the ECDL Computing exam and if successful, you will be awarded the corresponding certification.

In Python Course

 
 
With the increased use of computers in all areas of life, there is a growing interest in learning about the fundamentals of computing, including the ability to use computational thinking and coding to create computer programs.
 
InPython Course sets out the skills and competences relating to computational thinking and coding and will guide you through the process of problem-solving and creating simple computer programs. The main goal of this module is to help you understand how to use computational thinking techniques to identify, analyze and solve problems, as well as how to design, write and test simple computer programs using well structured, efficient and accurate code.
 
On completion of this module you will be able to:
• Understand key concepts relating to computing and the typical activities involved in creating a program.
• Understand and use computational thinking techniques like problem decomposition, pattern recognition, abstraction and algorithms to analyze a problem and develop solutions.
• Write, test and modify algorithms for a program using flowcharts and pseudocode.
• Understand key principles and terms associated with coding and the importance of well-structured and documented code.
• Understand and use programming constructs like variables, data types, and logic in a program.
• Improve efficiency and functionality by using iteration, conditional statements, procedures and functions, as well as events and commands in a program.
• Test and debug a program and ensure it meets requirements before release.

This e-course is intended for students from 12 years old.

Includes, among other tools, short funny cartoon – style video clips, quizzes, exercises, solutions of exercises, educational games, projects, accompanying documents and presentations.

Educational Games (Screenshots)

A special feature of the videos contained in these educational resources is that they are short cartoon films where each hero has a very unique and humorous personality.

The educational resources you will find in this e-course also include educational robotics activities as Edison Robot can be programmed with Python. This means that the student sees his code come to life, which helps him in particular to achieve the educational goals of each unit.

The latest addition is the integration of activities with the Micro: bit microcontroller, which may also be programmed with (micro) Python.

A curriculum of 55 teaching hours is proposed.

A teachers’ book is available containing lesson plans, tips, additional resources, and exercise solutions. Follow the link in the image below to view the teachers’ book:

Upon completion of the course, the student will be awarded with the Coyotelearner’s STEM Academy Certificate of Completion.

Programming and Creating Games

M.I.T Scratch Resourses

(Contains Resources for both the major M.I.T Scratch releases (version 3 and version 2))

 

This is about a series of video lessons, accompanied by questionnaires, educational games, exercises and its solutions. They are especially enjoyable, permeated with humor and a lot of music. The star of the videos is Stevie. He is a cartoon character with a special personality. With his students assistance, Stevie will guide you through the magical world of computer programming by building electronic games using the M.I.T Scratch application.

In this course, you will come across several modules that make up the course ‘Programming and Creating Games’.

Lessons 1 to 4 are introductory. They talk about electronic games and their original design. In those units, you will also find enough general information about the Scratch application.

Lessons 5–10 refer to basic programming concepts you need to know to be able to create games.

Lessons 11–19 guide you step by step to creating the game ‘The Banana’s Hunt.’

Lessons 20–25 guide you to make the game ‘Grab the bone.’


 
 
Main Features

 

 

Learning Subject: Computer programming (coding)

Ages addressed: 10 – 16 years old

Certificate of Completion: Yes

Teacher’s Guide availability: Yes

School Edition: Yes

Educational Tools

 

 

 

The “Creating and Programming Games” e-course follows a spirited approach to learning as it first introduces important programming concepts, then repeats them through their use until the students use the principles naturally.


 

“There are students waiting to create electronic games with impressive 3D graphics and complex character moves. I am sure that, one day, they will manage to do so. But they must first start from the simple games, like those that this course suggests. They will lay strong foundations so they can do much more in the future!”

 


Banana hunt
 
  • Attend all lessons from start to finish.
  • Watch all videos more than once. It is not possible to conquer all the required Knowledge by watching a video of a few minutes only once.
  • From lesson 2 onwards, always have the Scratch application open in your computer’s window. You must stop (freeze) the video frequently and test the instructor’s suggestions.
  • In any case, do not hesitate to ask if you have any questions. You can do this by creating a post in the forum area that you will find on this web platform (You have to be logged in).
 

 

Grab the bone