Age 10-11

Level 1 - I code with blocks and build games

At this level, children aged 10 and 11 years are introduced to recurring actions and program branching as well as events while creating interesting games in various programming environments.

The course is available in our centres:
Date 08/01/2025 (Tuesday)
Durtion 4 weeks
11:40 - 12:40 (1h)
Price 1.00 Ksh
Hall MindHub Academy at Montessori Learning Center
Enroll

Information about the module

At this level, children aged 10 and 11 years are introduced to recurring actions and program branching as well as events while creating interesting games in various programming environments.

Certificate

Certificates Mindhub

The student will receive certificate for each completed level.

Bonus points

500 points

Each completed module is bringing you 100 points and the full level 500 points.

Tools

tynker scratch-logo hopscotch sphero

Some of the instruments and programming environments used by the students in this level.

100 POINTS

Introduction to programming with a visual language

In this module students learn the basics of programming using visual programming language. They build programs consisting a number of instructions which they use to control the behavior of various robots. Students work with various interfaces and program sprites they can use in games. In this module students are introduced to 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.

Topics

  1. What is a program? The nature of block programming. Instructions priority
  2. Introducing various programming interfaces. Basic mathematics, introduction of the coordinate system
  3. Definition and application of events
  4. Throwing and catching of events. Initiators and consumers . Preparing a project.

100 POINTS

Introducing variables

In this module students learn what variables are and also how to acquire value to the variable. They find out about the various types of variables and the way they can be applied to programming. Students learn to read their code better and to debug it in the process of preparing projects.

Topics

  1. Definition of variables. Nature of variables – type and value
  2. Definition of a constant. Types of variables.
  3. Acquiring variable value (literal)
  4. Reading code and debugging. Preparing a project.

100 POINTS

Program branching through conditional constructs

In this lesson students learn about the nature and role of conditional constructs in programming. Constructs that allow the branching of the algorithm. Students learn how to activate a different part of the code, depending on the condition, by including a conditional operator. Students expand their knowledge and learn that a condition can include another conditional within itself.

 

Topics

  1. Defining conditionals. Testing conditionals. Types of conditionals.
  2. Complex conditionals. Working with multiple conditionals.
  3. Nested conditionals
  4. Algorithm with conditionals. Instructions priority in working with conditionals. Preparing a project.

100 POINTS

Repeated actions. Introducing loops in programming

In this module students learn about loops – program constructs that allow the repetitive execution of a certain code fragment. Students look into the differences between the types of loops that exist. They are introduced to the concepts abstraction and iteration and they apply the new knowledge in programming more complex games and robot projects.

 

Topics

  1. What is a loop? Definition and structure of loop constructs.
  2. Types of loops and their application.
  3. Working with multiple loops. Nested loops.
  4. Complex loops. Priority in complex loops. Preparing a project.

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