Age 8-9

Level 1 - Little Enthusiast Programmer

The course is available in our centres:
AVAILABLE ONLINE
Date 11/17/2020 (Tuesday)
Duration 5:00PM - 7:00PM EST (2h)
Price 119.00 USD
Hall MindHub Online - Connecticut
Enroll
AVAILABLE ONLINE
Date 11/21/2020 (Saturday)
Duration 10:00AM - 12:00PM EST (2h)
Price 119.00 USD
Hall MindHub Online - Connecticut
Enroll

Information about the module

Certificate

Certificates Mindhub

The student will receive а certificate for each completed level.

Bonus points

500 points

Each completed module brings you 100 points and the full level brings you another 500 points.

Tools

wonder scratch-logo hopscotch sphero

Some of the instruments and programming environments used by the students at this level.

100 POINTS

Basic concepts in block programming

In this module students learn that computers can only execute precise and clear instructions that have been ordered in the correct way and lead to an expected result.

Topics

  1. What is a program? Instructions and priority
  2. Sequence of actions in creating a program. Using various interfaces
  3. Basic maths and introduction of operators
  4. Preparing a project 1 (8-9)

100 POINTS

Branching. Conditional constructs in programming

In this lesson students meet conditional constructs for the first time. By including a conditional operator in their program, they will learn how to activate a certain part of the code depending on the condition that has been set beforehand.

Topics

  1. What is a condition? True or False
  2. Simple conditional constructs and complex conditions
  3. Nested conditions and application of logical operator
  4. Preparing a project 3 (8-9)

100 POINTS

Repeating actions (Looping a cycle)

In this module students learn about cycles – program constructs used for the repetitive execution of a certain piece of code. We can loop any instruction or sequence of instructions a defined number of times or until a condition is met.

Topics

  1. What is a loop? What is an iteration?
  2. Infinite loops. Counter Loops and Decision Loops
  3. Nested loops. Mixing Counter and Decision Loops
  4. Preparing a project 2 (8-9)

100 POINTS

Introducing events in the program

In this module students are introduced to the concept of events in programming. Having an event in the algorithm allows us to carry out various actions such as controlling sprites in games or robots. Students learn how robots can communicate with each other or with software sprites.

Topics

  1. What is an event?
  2. Throwing and catching of events
  3. Initiators and consumers
  4. Preparing a project 4 (8-9)

Mentors