Leikjahönnun
Heillandi nám í heim leikjaþróunar og fyrstu skrefin í því að ná tökum á eftirsóttri starfsgrein
1 námsár
10 - 11 ára
12 nemendur í hóp í staðnámi
6-8 nemendur í hóp í fjarnámi
Einu sinni í viku
90 mínútur
Virka daga eða helgar

Á námskeiðinu læra börn öll helstu verkfæri til að búa til og þróa leik í Roblox Studio og læra grunnatriði forritunartungumálsins Lua
Börn ákveða sjálf hvaða leik og persónur þau búa til. Kennarar munu alltaf hjálpa til við að útfæra hugmyndir þeirra
Á námskeiði hjá Algorithmics, læra börnin að nýta sköpunargáfu og gagnrýna hugsun auk þess að þróa kynningar- og teymisfærni
Hvað lærir barn á forritunarnámskeiði:
Forrita þrautir og leysa rökfræðiverkefni

Þróa sögusvið leikja og skilja mismunandi leikaðferðir

Hanna mismunandi gerðir af sögupersónum
Búa til sína eigin leiki á Roblox Studio og skrifa handrit í Lua

Kynna leik sinn á Roblox vettvangi og laða að nýja leikmenn
Fill out an application and very soon one of our specialists will contact you
Courses
Age
Availability
BY CLICKING YOU AGREE TO THE PRIVACY POLICY OF THE EDUCATIONAL PROCESS AT THE PROGRAMMING SCHOOL
Subject plan
Module 1. Introduction

Topics

- Linear algorithm - Scratch interface

- Loops

- Starting arrangements

- Planning

- Events


Educational outcomes

- The students compose linear and loop algorithms, including a few programs that start from different events.

- They orient themselves with the platform and Scratch interface

- They understand the principles of an iterative approach to program development.

- The changing parameters are set at the beginning of the program.


Settings:

- mistakes are normal;

- routine processes can be automated;

- any difficult task can be solved by breaking it into a few simple tasks.


Contents

- tasks on the platform, mini-projects in Scratch, and tasks in the workbook to learn the material;

- an interactive project in which elements change their appearance when the program is run by pressing a key or clicking on a character (sprite).


Module 2. Navigating the space

Topics

- Coordinates and the coordinate plane

- Turns in a certain direction

- Turns at a number of degrees

- Messages


Educational outcomes

- The students solve tasks using the iterative approach.

- They understand the principles of program testing and error correction

- They determine and set the position of an object in the space.

- They program the interaction of objects and transitions between stages using messages.

- With other students, they discuss and develop multiple options for solving the same task.

Settings:

- a difficult task can be solved by breaking it into a few simple tasks;

- I can create cartoons;

- I'm interested in studying the world in which I live.


Contents

- tasks on the platform, mini-projects in Scratch, and tasks in the workbook to learn the material;

- a cartoon in which animation is implemented with an appearance change and movement and interaction of objects.


Module 3. Making a game

Topics

- Conditions and operator selection

Procedures

- Controlling characters

- Testing and feedback during project development


Educational outcomes

- Students develop programs iteratively.

- When compiling the program, they test it and correct errors.

- They plan the game, highlighting elements of the game and determining the sequence of actions to implement it.

- They set the rules of the game and control the characters.

- They organize the code using sub-programs.

- They give each other feedback from the user's point of view.

- They present their projects


Settings:

- a difficult task can be solved by breaking it into a few simple tasks.


Contents

- tasks on the platform, mini-projects in Scratch, and tasks in the workbook to learn the material;

- a game in which rule checking is implemented and there are winning and losing situations.


Module 4. Logic

Topics

- Logical operators: AND, OR, NOT

- Loop with a condition

- Random numbers

- Ranges and coordinate areas


Educational outcomes

- The students set the stage area for the appearance or movement of an object.

- They analyze the task, offer a few solutions, and set conditions in the best possible way to solve the task.

- Make a plan, dividing the task into subtasks.

- They take responsibility and understand their impact on the overall result.

- They test the project and modify it taking into account feedback.


Settings:

- optimally formulated conditions make code easy to read and use;

- a task can have several correct answers;

- There are many ways to use existing knowledge


Contents

- tasks on the platform, mini-projects in Scratch, and tasks in the workbook to learn the material;

- a game created by a group in which there are several levels or parts


Module 5. Variables

Topics

- Variables

- Data types

- Score

- Procedures with parameters


Educational outcomes

- The students come up with complex rules of the game, winning situations, and conditions for the characters.

- They create and call variables to store information in.

- They apply different operations to different types of data (numbers, strings, logical expressions)

- They choose the best way to solve the task and implement it.

- They write code that is understandable to other people.

- They evaluate the projects of other students according to the criteria and give feedback.

- Independently plan and implement their projects.


Contents

- tasks on the platform, mini-projects in Scratch, and tasks in the workbook to learn the material;

- individual projects using the programming tools covered.


Completa la solicitud y en poco tiempo uno de nuestros especialistas se pondrá en contacto contigo
AL HACER CLIC, ESTAS DE ACUERDO CON LA PROTECCIÓN DE TUS DATOS PERSONALES Y CON RECIBIR MENSAJES DE CORREO ELECTRÓNICO Y SMS CON RESPECTO AL PROCESO EDUCATIVO