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once a week 48 classes


Μικρές ομάδες Μέσος όρος 6 άτομα στην ομάδα


Πληρωμή Μηνιαία, τριμηνιαία, ετήσια


For each class: 75,00 €

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Εισαγωγή

The basics of programming are taught using Scratch. Scratch is an educational language designed as a tool to teach children the fundamentals of programming. It allows for the easy creation of interactive stories, animations, and games. Programming is done visually - the language elements are shaped like puzzles, which, when arranged correctly, form a working program or game.

Πρόγραμμα του μαθήματος

The aim of the lesson is to show what coding is, how to create games and what coding languages are. The second goal is to implement SCRATCH by creating the first game in this environment - Minecraft.
The goal of the lesson is to learn about the functioning of some effects, e.g. the ghost effect, and to recap information about variables and their ability to affect various elements of the games.
During the lesson there will be a game consisting of moving the batiscope and shooting down underwater beasts. Cloning properties will be shown.
The aim of the lesson is to create a T-rex game, which is known from the Google Chrome browser and can be run when we have no internet connection.
This lesson is a continuation of the previous one.
In this lesson we’ll create an extensive platformer game in the Among Us universe. We’ll learn basic rules and mechanics necessary for creating platformer type games.
This lesson is a continuation of the previous one.
In this lesson we’ll review everything we learned throughout this course.
Students will become familiar with how code blocks work. They will learn about the fill command and one of the basic shapes that will be used to build a tree. They will also learn how a simple loop works and how to trigger a specific event, and what coordinates are and how they work.
Students will learn how code blocks work. They will learn the basic operation of the constructor, create a simple sensor, and learn about several effects that add variety to the gameplay.
Students practise displaying messages on the screen, build a story-driven gameplay consisting of several stages and execute a sequence of several codes that run in succession under specific circumstances. In addition, they incorporate gameplay settings related to game difficulty, time setting into the code.
Students will learn how code blocks work. They will learn the basic operation of the constructor, create a simple sensor, and learn about several effects that add variety to the gameplay.
As part of the repetition lesson, students repeat and consolidate the knowledge acquired in the previous lessons. The content of the tasks to be completed can be found in the file attached to the project.
During the classes a mobile application will be created to measure the number of steps, distance travelled and speed.
The goal of the lesson will be to prepare a game in which the player is tasked with disarming a Minecraft TNT payload. In class, we will create an intricate game interface. We will learn methods for adding graphics and audio to the project.
The lesson is a continuation of the previous lesson.
The goal of the lesson is to create a mobile flashcards application and to learn how sensors work.
This lesson is a continuation of the previous one.
During the classes we will create a game that will allow you to learn the mechanics of jumping in various types of applications.
This lesson is a continuation of the previous one.
During the lesson a well known game "Tic-Tac-toe" will be created. The topics of implementation of application logic will be discussed. During the lesson there will also be a presentation of independent student's work.
The lesson is a continuation of the previous lesson and a summary of knowledge and presentation of own projects.
In this lesson, we’ll design an application to generate strong passwords and assign them to particular user accounts. It will be safely protected from unauthorized use.
It’s a continuation of the previous lesson.
We will create a complex quiz with an extensive database. You will learn about vocabulary and design many different types of questions.
We will continue the project we started in the previous class.
The goal of the lesson will be to prepare a game in which we will shoot as a giant at bits falling from above.
The goal of the lesson will be to prepare an intelligent homework assistant that will read homework tasks from us by voice or writing, creating a list saved in TinyDb.
The goal of the lesson will be to continue the project from the previous lesson and add new features.
The goal of the lesson is to develop a memory game set in the Pokémon universe to challenge your memory.
The aim of the lesson is to introduce the student to Python through Minecraft. Learning about variables, downloading and setting the player's position. Participants will be introduced to the MakeCode platform.
The aim of the lesson will be to learn the commands that will allow you to create both single blocks and complex solids and shapes.
The aim of the lesson will be to learn about the events that will allow you to create a structure using chat.
The aim of the lesson will be to learn the mechanisms responsible for the appearance of various types of mobs and items in the game with the use of loops.
The aim of the lesson will be to create a battle arena and program the game: a leveling system, player's equipment, improvements.
The aim of the lesson will be to create an extensive track where various obstacles await the player. Participants will be familiarized with the conditional instruction.
The aim of the lesson will be to continue and expand the project from previous classes.
The aim of the lesson will be to learn about the constructor that facilitates building complex structures in the game. This tool will allow you to design stages that require good dexterity and reflexes from the player.
The aim of the lesson will be to continue and expand the project from previous classes.
The aim of the lesson is to get to know the agent - a personal assistant in Minecraft.
The aim of the lesson will be to design an extensive game. The participants will have to jointly defend the castle against the invaders using all the techniques known so far.
The aim of the lesson will be to continue and expand the project from previous classes.
Using Python code, participants create a small island where they will hide gold ore, plant trees and program opponents to battle against. Students will review how to use functions, loops and conditional statements.
The goal of the lesson is to create code that includes several key elements needed for a farm, such as a farmer's house, an animal enclosure, a well and a crop field. Students will also program an agent to harvest the crops on their own and consolidate their knowledge of how to use functions and loops in Python.
Players will build a maze made of multiple structures. They will fill the corridors with dangerous opponents and set out to find the secret diamond block. During the lesson, students will be introduced to Python's dictionaries.
The goal of the lesson is to create a project in which the player triggers certain events, such as defeating a mob or destroying a block. Students are to consolidate their knowledge of how to program an agent themselves and how to influence the Minecraft world.
The aim of the lesson will be to revise the material learned during the semester.
The aim of the lesson will be to introduce participants to the subject of the next programming course. Getting to know the Roblox Studio platform.

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