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Το μάθημα αυτό εισάγει τα παιδιά στον κόσμο του προγραμματισμού μέσα από διασκεδαστικά και διαδραστικά εργαλεία όπως το Scratch, το Minecraft, το App Inventor και η γλώσσα Python. Μέσα από οπτικό προγραμματισμό και δημιουργικά projects, τα παιδιά αποκτούν τις βασικές δεξιότητες του coding με τρόπο ευχάριστο και προσιτό.

Μια φορά την εβδομάδα 2 κύκλοι | 64 διδακτικές ώρες - 32 μαθήματα


Μικρές ομάδες Μέσος όρος 6 άτομα στην ομάδα


Πληρωμή Μηνιαία, ετήσια


Για όλο το πρόγραμμα από 800€, τώρα 520,00 €

Η προσφορά αυτή ισχύει αποκλειστικά για ετήσια συνδρομή με προπληρωμή του προγράμματος. Για εναλλακτικές επιλογές, όπως η μηνιαία συνδρομή, μπορείτε να επικοινωνήσετε μαζί μας ώστε να σας παρέχουμε αναλυτικά το σχετικό κόστος και τις παροχές.


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Εισαγωγή

Οι βασικές αρχές του προγραμματισμού διδάσκονται χρησιμοποιώντας το Scratch. Το Scratch είναι μια εκπαιδευτική γλώσσα προγραμματισμού, σχεδιασμένη ως εργαλείο για να διδάξει στα παιδιά τα θεμέλια του προγραμματισμού. Επιτρέπει την εύκολη δημιουργία διαδραστικών ιστοριών, κινούμενων σχεδίων και παιχνιδιών. Ο προγραμματισμός γίνεται οπτικά – τα στοιχεία της γλώσσας έχουν τη μορφή παζλ, τα οποία, όταν τοποθετηθούν σωστά, σχηματίζουν ένα λειτουργικό πρόγραμμα ή παιχνίδι. Στο δεύτερο μέρος του μαθήματος, οι συμμετέχοντες θα έχουν μια μοναδική ευκαιρία να εξερευνήσουν διάφορες πτυχές του Minecraft από προγραμματιστική σκοπιά. Όλα τα scripts και τα προγράμματα που θα δημιουργηθούν στα μαθήματα θα μεταφέρονται στον πραγματικό κόσμο του Minecraft. Το επόμενο στάδιο του μαθήματος περιλαμβάνει τον προγραμματισμό εφαρμογών μέσω του App Inventor, όπου δεν προγραμματίζουμε μόνο τη λειτουργικότητα της εφαρμογής, αλλά και σχεδιάζουμε το περιβάλλον διεπαφής της. Ο σχεδιασμός της διεπαφής είναι απλός και οπτικός – διάφορα αντικείμενα (κουμπιά, παράθυρα, εικόνες) τοποθετούνται στην οθόνη του κινητού. Αυτά τα στοιχεία προγραμματίζονται στη συνέχεια με blocks που αντιστοιχούν σε συγκεκριμένες λειτουργίες της εφαρμογής. Το project μπορεί να μεταφορτωθεί ανά πάσα στιγμή και να χρησιμοποιηθεί και μετά τη λήξη των μαθημάτων. Κατά την διάρκεια του προγράμματος, θα χρησιμοποιήσουμε διάφορα εργαλεία τεχνητής νοημοσύνης (ΑΙ), τα οποία θα μας βοηθήσουν στην εξοικείωση των πιο σύγχρονων τεχνολογιών.

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.
In this class, we will learn about AI tools for generating images and then use them to prepare a unique adventure game! Each student will play the role of an Imaginary Traveller, whose task will be to collect the objects necessary for the journey ahead.
In class, we continue to work on the ‘Travellers of the Imagination’ project. As with the previous classes, there are additional tools at the end of the handout. You can use them if you have more time left at the end of the class.
In this class we will develop an application with our own face filters! We will use the Scratch ML platform, a combination of classic Scratch with elements of machine learning (Machine Learning, or ML for short).
In this class we will create our own version of the ‘What's the tune?’ quiz. How well do you know music? Today you will be able to test your knowledge! We will use the Scratch ML platform to prepare the quiz and learn about a new extension – Spotify.
In this class we will create our own version of the popular game Geometry Dash. The project is planned for two lessons.
In class we continue working on the Giant Dash game.
In this class we will create a Tower Defense type game. Our computer is in danger! Malicious programmes in the form of computer viruses want to creep into its memory. Our task will be to defend the computer against successive waves of enemies. The project is planned for two lessons.
In class we continue to work on the Tower Defense game. Today we will add shooting and incoming waves of enemies. For faster groups we also have additional tasks to complete: removing towers and changing the map.
We will create a mini-game - Sapper. The aim of the game will be to disarm all the hidden bombs on the board. For this task, we will need an Agent, whom we will program to detect and mark bombs in invisible places.
In this class, we will create a mini-game with a storyline. The villagers at the foot of the dormant volcano are afraid of the inevitable eruption. Will we manage to defend the village from the eruption?
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 is to introduce the student to the Python language through the game Minecraft - an introduction to the next course, "Python in Minecraft and websites". The course completion certificates will be handed out during the lesson.
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.

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