Age 6-7

Level 1 - My first steps in the world of visual programming

At this level, we start working with instructions in the form of images which children arrange in order to propel the characters. To achieve better results in the level, we use various tools such as programming robots, special software and hardware tools,

Date 09/01/2024 (Tuesday)
Durtion 11 weeks
10:00 - 10:45 (0.45h)
Price 1.00 Ksh
Hall MindHub Academy at Montessori Learning Center
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Date 09/03/2024 (Saturday)
Durtion 4 weeks
14:00 - 15:30 (1.30h)
Price 15000.00 Ksh
Hall MindHub - Village Market, Nairobi
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Information about the module

At this level, we start working with instructions in the form of images which children arrange in order to propel the characters. To achieve better results in the level, we use various tools such as programming robots, special software and hardware tools,

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

wonder sphero hopscotch scratchjr

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

100 POINTS

First steps into programming

In this module students are introduced to the world of programming. Students learn what a program is made of and how we can control the behavior of robots and game characters by applying different types of instructions. In this module students learn how ordering instructions in a logical sequence allows us to create programs with clear, exact instructions that lead to an expected result.

Topics

  1. What are an instruction and a program?
  2. Instructions priority and consecutive actions in creating a program. Using various interfaces
  3. Basic maths and logical problems
  4. Preparing a project 1 (6-7)

100 POINTS

Conditional constructs in the program

In this module students expand their knowledge with the introduction of conditional constructs to their algorithms. Using a conditional operator they will find out how a certain part of the code can be activated depending on the conditional.

Topics

  1. What is a conditional?
  2. Types of conditional if – then/If – then – else
  3. If – then conditionals
  4. Preparing a project 3 (6-7)

100 POINTS

Repeating actions (Looping a cycle)

In this module students are introduced to loops in programming - constructs that allow us to repeat a fragment of the code or all of the code. By using loops we can optimize a program and include various conditionals like an event that ends the loop.

Topics

  1. Consecutive and repeating actions
  2. Counter loops
  3. Decision loops
  4. Preparing a project 2 (6-7)

100 POINTS

Introducing events in the program

In this module students are introduced to the concept of 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 an event?
  2. Throwing and catching of events
  3. Initiators and consumers
  4. Preparing a project 4 (6-7)

Mentors