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CODE THINKING I

In this weekly club the students make their first steps in computational thinking

Learning Objectives

• Computational thinking
• Gamification

Skills and development of STEAM

• ​Creativity
• Enumeration
• Spatial Reasoning

•Computational thinking
• Solving problems in a creative way


 

We use  graphic tools to make programs with blocks, like for example Tynker and ScratchJunior, to develop a computational thought with sequences, conditional loops, etc. and putting it into practice on hardware elements such as Robots of BeeBots or Smarts Albert Robot.

These robots have friendly shapes like Abella, Penguin, etc. which allows children to program simple movements using seven keys. They learn control, directional language and programming.

5 to 8 years old


CODE THINKING  I

Activity that helps students to assimilate the basic concepts required for Computational Thinking through the introduction of Programming. Using graphic tools like Tynker, Scratch and Hopsocotch and also Hardware as Alert Smart Robot.

9 to 12 years old


CODE THINKING  II

Activity that develops: the competence of Computational Thinking, how to organise algorithms developing sequences, conditional loops, etc. Students will put all these into practise on multiplatforms such as LEGO® robots, Makey Makey and PARROT® drones. They are also going to use virtual environments such as Minecraft.

13 years old and +


CODE THINKING  III

Activity for the development of modular programming that follows a global project in mobile environments such as smartphones and tablets using the App Inventor, likewise in virtual reality like Minecraft and CoSpaces.