Coding and Technology camp is based on computer activities using a platform and a widely known interface such as Scratch. The choice of an activity such as programming came from the need to engage young students in a playful and exciting educational experience which could at the same time stir their interest in enhancing knowledge such as maths, reading comprehension and science, transversally and using one language.
Before you begin this camp, Why not try our special icebreaker that will test the students and introduce them to some of the logic used throughout this camp
This first module is designed as an introduction to the Scratch software. The software interface and logic are described. The students will be asked to create game prototypes with very simple interactions. Basic script is discussed together with the teacher and then time is given to students to try variations through a process of deconstruction and reconstruction.
This module will require students to sum up a short text, which has been previously read, using an animated story on Scratch. Students shall identify the key characters in the story and define call times to the “stage” focusing on the core of text and omitting any plot narrative details. The exercise aims at focusing the attention on the text to create a summary using digital animation.
The module will focus on improving problem-solving skills, trying to reproduce a solution to a mathematics problem by programming a software application. This module introduces the concept of variable to students; they are asked to use it in two scripts, one for adding two variable numbers together, the second for drawing a regular polygon of which only the number of sides is known. The module’s objective is to strengthen the logic skills by using abstract concepts such as variables and the ability to analyse a complex problem.
This module will guide students through programming an electric circuit which has been pre-assembled by the teacher; the microcontroller concept and the properties of the components installed on the circuit will be explained. In the first phase, the students will be asked to experiment with controlling LEDs through the S4A platform. The students will create a first script assisted by the teacher and then they will be asked to edit the script by adding different timing or cycles. During the second phase, they will be guided to make a virtual theremin using a light sensor.