A little beginner programmer is the entry level for our youngest programmers. It is the first meeting of children aged 6 and 7 years with the world of programming. During Level 1, children learn basic computer system features, get to know concepts such as software and hardware and the difference between them, and which of these parts they will study in the course. Kids are also introduced to the concepts of program, instructions, priority, programming environment as well as algorithm. They learn all of the above as they program the behaviour of robots and create interesting animations. At this level, children aged 6 and 7 years are introduced to recurring actions and program branching as well as events while creating interesting games in various programming environments. The purpose of this level is to familiarise children with basic concepts of the programming world as well as to lay the foundations for children to start building up additional knowledge in the next levels. Tools used by the children are fully tailored to their age; they are not even expected to be able to read and write. At this level, we start working with instructions in the form of images which children arrange in order to propel the characters. To achieve better results in the level, we use various tools such as programming robots, special software and hardware tools, various programming environments in order to keep children’s attention and to enable them to understand their concepts while working with various tools and programming enironments.
The student will receive а certificate for each completed level.
Each completed module brings you 100 points and the full level brings you another 500 points.
Some of the instruments and programming environments used by the students at this level.
One level = 4 Modules
One module = 4 Classes
One class = 120 minutes
In this module students are introduced to the world of programming. Students learn what a program is made of and how we can control the behavior of robots and game characters by applying different types of instructions. In this module students learn how ordering instructions in a logical sequence allows us to create programs with clear, exact instructions that lead to an expected result.
In this module students are introduced to loops in programming - constructs that allow us to repeat a fragment of the code or all of the code. By using loops we can optimize a program and include various conditionals like an event that ends the loop.
In this module students expand their knowledge with the introduction of conditional constructs to their algorithms. Using a conditional operator they will find out how a certain part of the code can be activated depending on the conditional.
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.