Project Description

JUNIOR: COMPUTATIONAL THINKING FOR PRIMARY SCHOOL

Junior Coding In-a-box

SCHOOL STAGE: 2nd / 3rd Primary Cycle (Spanish Education System)

RECOMMENDED AGE:

JUNIOR I: 8 years

JUNIOR I: 9 years

JUNIOR I: 10 years

JUNIOR II: 11 years

AVAILABLE LANGUAGES:

Spanish English

DURATION: 4 school years

TECHNOLOGIES:
Scratch, Arduino, Electronics, 3D.

Technological Youth Passport TECHNOLOGICAL YOUTH PASSPORT ACCREDITATIONS:

Some modules have an official accreditation of knowledge included in the TYP.

On completing the SCHOOL TECHNOLOGICAL CURRICULUM STEAM SCHOOL IN-A-BOX students will be able to obtain the corresponding qualifications:

VIDEO GAMES PROGRAMMER

APPS PROGRAMMER

MAKER DIY ENGINEER

GENERAL OBJECTIVES:

Creating Video Games

CREATING VIDEO GAMES

Students of JUNIOR CODING IN-A-BOX will take complete and free video games of some complexity, which will gradually increase.

Arduino Junior Projects

ARDUINO PROJECTS

They will also program various Arduino projects adapted to the age of each group.

Talleres complementarios / Complementary workshops

3D MODELLING, ELECTRONICS AND INTERACTIVITY

The courses will be complemented with workshops on 3D modelling, augmented reality or electronic board programming (development will be done with simulators unless the school has the hardware).

VIDEOS OF SOME OF THE TECHNOLOGIES TREATED

CURRICULAR CONTENTS OF JUNIOR 2021/22

BLOCKS OF CONTENT MODULES JUNIOR I
(8 years)
JUNIOR II
(9 years)
JUNIOR III
(10 years)
JUNIOR IV
(11 years)
VIDEO GAMES PROGRAMMING SCRATCH INTRODUCTION TO VIDEO GAMES PROGRAMMING YOUR FIRST VIDEO GAME:
Interactive introduction to the environment.
The interface of programming blocks.
Graphics editor.
VIDEO GAMES PROGRAMMING: PROJECT SHARK:
Review of Basic Programming by blocks.
Create an animation set at the bottom of the sea:
It presents settings and characters.
Make costume changes.
Learn to use loops within a program.
Use movement, control and appearance blocks.
Establish interactions between objects.

DRAWING-POLYGONS:
Learn to use loops within a program.
Know and use waits in a program to perceive visual effects.
Learn to program the “Pencil” tool to design computer graphics.

TRON:
Modify the display of objects within a program (show and hide objects).
Learn to create movement routes.
Establish interactions with the user.
Use variables as counters.
Use of relational and logical operators.
Know and use conditionals to generate more complex programs.
Establish interactions between objects within a program.

OTHER GAMES: SHAPE SHOOTERS WITH CLONES

CHOOSE YOUR OWN ADVENTURE:
Create animated stories whose evolution is selected with user interaction.
Create your own characters.
Add sounds.
Use lists of variables.

SPACE INVADERS:
Change the appearance of objects and backgrounds through costumes.
Modify the display of objects within a program (show and hide objects).
Change the position of an object to a specific point on the Stage.
Learn to create movement routes.
Establish interactions with the user.
Use variables as counters.
Use of logical operators.

OTHER GAMES: CONTINENTS / BORDER COUNTRIES…

SPACE ADVENTURE:
Review of Basic Programming by blocks.
Learn to move an object within a program.
Learn to use loops within a program.
Know and use conditionals to generate more complex programs.
Establish interactions between objects within a program.

FISHBOWL
Learn to follow objects to achieve particular video game effects.
Learn to use loops within a program.
Know and use detections in a program to achieve your goal.
Interacting with objects.

TRASHCATCHER
Change the appearance of objects and through costumes.
Modify the display of objects within a program (show, hide, resize and superimpose objects).
Change the position of an object to a specific point on the Stage.
Use variables as counters.
Use of relational and logical operators.
Use of mathematical tools such as random numbers.
Know and use conditionals to generate more complex programs.
Apply different loops that modify the repetition of tasks at different moments in time.

SUSHI NINJA
Learn to use messages within a program.
Animate objects through graphic effects and costumes.
Learn how to get the most out of the variable tool.
Complete positioning of project objects.
Establish interactions between objects within a program.
Use of logical and mathematical operators to create programming structures.
Creation of physical effects to bring greater realism to the video game.
Use of loops to achieve different effects in the video game.

SNAKE
Learn to use messages within a program. Animate objects through graphic effects and costumes.
Learn to use the lists tool to get the most out of the variables.
Complete positioning of project objects. Establish interactions between colors within a program.
Use of logical and relational operators to create programming structures.
Graphic effects for the pencil tool.

3D 3D MODELLING AND PRINTING BRAILLE ALPHABET PROJECT

EXHIBITION OF CREATIVE PHRASES
Introduction to different design programs.
Design program interface.
How to use the mouse in the design interface.
Mesh and ruler.
Add shapes.
Modify figures.
Position and rotation of figures.

BUILD IN 3D AND PASS IT TO MINECRAFT
AUGMENTED REALITY AUGMENTED REALITY Introduction to the “HP Reveal Studio” software.
Enter an image to activate a still image when interacting with it.
Enter an image to activate a text when interacting with it.
Enter an image to activate a video when interacting with it.
Enter an image to activate a link to a website when interacting with it.
STOP MOTION ANIMATION STOP MOTION ANIMATION Creation of a STOP MOTION animation as a team.
Create a script using creative tools.
Generate different images for animation.
Make the final presentation.
ELECTRONICS INITIATION TO THE PROGRAMMABLE ELECTRONIC BOARDS (MICROBIT) Know the tools integrated in the micro-controller boards.
Carry out functional programming and introduce them to the plate.
Know the basic principles to create an electronic circuit with a micro-controller board as the main element.
INTRODUCTION TO MAKECODE (NAME) RAIN BEATING HEART STONE, PAPER OR SCISSORS
ELECTRO-ROBOTICS WITH ARDUINO ARDUINO FUNDAMENTALS YOUR FIRST ARDUINO CLASSES
Digital writing and reading
What is Arduino?
Programming environment
Simulator
Brief introduction to electronics
Waitings
Loops
Conditionals
ARDUINO BASIC COMPONENTS AND STRUCTURES Programming interface.
Types of pins.
Sensors and actuators.
Other components.
Breadboard.
Series resistors.
Resistors in parallel.
Color code.
Learn to read and write digitally.
Know and program an LED.
Know and program a buzzer.
Use relational operators correctly.
Understand the operation of the ultrasonic sensor.
ARDUINO FINAL PROJECT EYE OF SAURON TRAFFIC LIGHT DISCO EFFECT
+ LIGHTBOX
SMART CROSSING
ARDUINO CREATIVE PROJECT / TECHNOLOGICAL SHOW ARDUINO CREATIVE PROJECT / TECHNOLOGICAL SHOW ARDUINO CREATIVE PROJECT / TECHNOLOGICAL SHOW
(According to health situation)

CURRICULAR CONTENTS OF JUNIOR 2021/22

JUNIOR PRACTICAL PROJECTS ITINERARY

Practical projects related to Video games programming and Arduino robotics programming CHANGE ALL THE SCHOOL YEARS. The set of projects of the 4 consecutive school years, regardless of the order in which they are teaching, cover the total of the objectives of the TYP.

JUNIOR PRACTICAL PROJECTS ITINERARY

Practical projects related to Video games programming and Arduino robotics programming CHANGE ALL THE SCHOOL YEARS. The set of projects of the 4 consecutive school years, regardless of the order in which they are teaching, cover the total of the objectives of the TYP.