KURS PROGRAMOWANIA DLA DZIECI I MŁODZIEŻY PROGRAMY I GRY KOMPUTEROWE

 

Computer Programs and Games Programming Course

Primary And High School (10 - 12 years old)

 

 

COMPUTER PROGRAMS AND GAMES PROGRAMMING COURSE - DESCRIPTION

The course is implemented in Scratch language. Scratch is an educational language created as a tool for teaching children the basics of programming. It allows to easily create interactive stories, animations and games. Programming takes place in a visual manner - elements of the language are shaped as puzzles which, when arranged in the right way, create a working software or game. Some classes are dedicated to programming apps for Android in App Inventor environment. Other languages and platforms including: KODU (creating 3D games) and Python with Minecraft are introduced in the 2nd semester. After completing the course each student will be awarded a participation certificate.

 

COMPUTER PROGRAMS AND GAMES PROGRAMMING COURSE - DESCRIPTION:

1. Introduction to Scratch language - 'Arkanoid'

The goal of the lesson is to show the students what programming is and to familiarize them with Scratch environment, its elements and manner of creating programs and games. We will create first simple project - 'Arkanoid' game, consisting in bouncing the ball.

2. Scratch 'Stamping'

The goal of the lesson is to familiarize the students with pen and stamp tool. The students will go back to what coordinate system is. We will also be creating accounts on Scratch website.

3. Scratch 'Rocket'

The goal of the lesson is to create 'Rocket in Space' game. Learning how to clone (duplicate).

4. Scratch 'Treasure Cave' and Quiz

The lesson will start with a test checking students' knowledge. Next, we will be creating a platform game called 'Treasure Cave'. Consolidation of messages

5. Scratch 'Treasure Cave' continuation

Finishing the game.

6. Scratch 'Flappy Pigeon'

The goal of the lesson is to create 'Flappy Pigeon' game. Creating dynamically changing background.

7. Scratch 'Angry Birds'

The goal of the lesson is to create your own Angry Birds game and to consolidate message block functions, environment with many characters. Introduction to own blocks - functions

8. Scratch 'Angry Birds' continuation

Finishing 'Angry Birds' game.

9. Scratch 'Races' and test

The lesson will start with a test checking students' knowledge. The goal of the lesson is to create the first part of the 'Races' project.

10. Scratch 'Races' - continuation and own work of the participants

The goal of the lesson is to create the second part of the Races project and to start working on individual projects.

11. Scratch 'Tanks'

The goal of the lesson is to create an extensive multiplayer game.

12. Scratch 'Tanks' continuation

The goal of the lesson is to finish the game and present individual projects.

13. Recap and introduction to KODU.

The lesson will include recap and introduction to KODU platform, which will be used in the 2nd semester.

14. Introduction to App Inventor

The goal of the lesson is to introduce the students to App Inventor platform. We will show the options of running programs on mobiles by creating 'Calculator' application.

15. App Inventor 'Pedometer'

The goal of the lesson is to create a mobile application to measure the number of steps taken, distance traveled and speed.

16. AppInventor 'Worm Crusher'

The goal of the lesson is to create a mobile game called Worm Crusher. Learning the stopwatch mechanism, programming randomness. Using animation. Sound components. Initializing variables.

17. AppInventor 'Voice Recorder with Speech Recognition'

The goal of the lesson is to create a mobile application called 'Voice Recorder'. Understanding the Recorder mechanism, Sound components. Getting to know notification.

18. AppInventor 'Pong'

The goal of the lesson is to create a mobile game called Pong. More information on games dynamics. Learning about randomness and recap on conditional instructions. Creating two-players game.

19. AppInventor 'SpaceShooter' and test

The goal of the lesson is to create a mobile game called 'Spaceshooter'. Understanding the operation of sensors.

20. AppInventor 'SpaceShooter' continuation

The goal of the lesson is to complete Spaceshooter game.

21. AppInventor 'Drawing on the Screen' and individual projects

The goal of the lesson is to create a mobile application allowing to draw and edit photos. After completing the application, the students will start to work on their individual projects.

22. AppInventor 'Mini Golf'

The gol of the lesson is to create a mobile game of Mini Golf. More information on the dynamics of movement.

23. AppInventor 'Tic-tac-toe'

The goal of the lesson is to create a well-known game called 'Tic-tac-toe'. Implementation of application logics. The lesson will also include presentation of students' individual projects.

23. AppInventor 'Tic-Tac-Toe' continuation and recap (test)

The goal of the lesson is to complete Tic-tac-toe game, recap and presentation of individual projects.

24. KODU 'Races'

The goal of the lesson is to create first game in KODU - Races. Understanding KODU environment, getting to know the specifics of 3D games.

25. KODU 'PacMan

The goal of the lesson is to create PacMan game. 

26. KODU 'Crowded Road'

The goal of the lesson is to create game called 'Crowded Road'. Cloning and destroying enemies. Repetition on the stopwatch mechanism.

27. KODU 'Teleportation' and Quiz

The goal of the lesson is to create a program that allows for teleporting the player across different worlds in which he needs to solve puzzles.

28. Python in Minecraft and awarding certificates

The goal of the lesson is to familiarize students with Python language through Minecraft game - introduction to the next course, 'Python in Minecraft'. Course certificates will be awarded during the lesson.

 

THE SCOPE OF SKILLS COVERED AT COMPUTER PROGRAMS AND GAMES PROGRAMMING COURSE:

After completing course the student will know:

1. How to create more complex games and applications in Scratch language.

2. Knows the most important Scratch language blocks and can use them to solve programming problems.

3. What conditional statements, loops and events are.

4. How to send messages in the program and how to operate them.

5. The concept of variable and how to apply it in practice.

6. Inventor App environment.

7. The environment to create three-dimensional projects - KODU.

8. Create more complex games and applications in App Inventor environment.

9. The most important App Inventor blocks and functions (loops, conditional statements, events, variables, appearance manipulation).

10. Elementary properties of programs created for mobile phones.

11. Devices such as a gyroscope - its purpose and how to use it.

12. How to program a tactile application.

13. How to install his own application on the phone.

14. The environment of KODU Game Lab.

15. How to create any complex 3D game with the use of Kodu Game Lab.

We will continue to learn programming on a one-semester course called 'Python in Minecraft', where students deal with programming various elements in Minecraft game using Python language. They will be creating interesting animations, teleporting players, creating a variety of constructions with one click, constructing new blocks. The next course, 'Websites', is where students will learn how to create websites using HTML and page styles using CSS. They will add interactivity to their websites using JavaScript. They will create and publish their own websites.

 

COMPUTER PROGRAMS AND GAMES PROGRAMMING COURSE - FEES:

 

COMPUTER PROGRAMS AND GAMES PROGRAMMING COURSE - DURATION

28 of weekly meetings (2 x 45 minutes plus a 5-minute break each).

COMPUTER PROGRAMS AND GAMES PROGRAMMING COURSE - DATES:

Monday - Friday 16.40 - 20.00

Saturdays 10.00 - 16.50

The exact dates of individual classes are listed on the registration form.

 

COMPUTER PROGRAMS AND GAMES PROGRAMMING COURSE - THE NUMBER OF PARTICIPANTS:

5 - 12 Persons