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: 8-9 years

JUNIOR II: 10-11 years

AVAILABLE LANGUAGES:

Spanish English

DURATION: 4 school years

TECHNOLOGIES:
Arduino, Blog, Video, 3D, Augmented Reality.

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 (I & II) will take complete and free video games of some complexity.

Arduino Junior Projects

ARDUINO PROJECTS

Also, they will programme several Arduino projects.

Blogs and video editing

BLOGS AND VIDEO EDITING

In addition, students will collaborate with the creation and administration of a course blog and will become familiar with the use of simple tools for video and image editing.

Complementary workshops

3D MODELLING, AUGMENTED REALITY AND INTERACTIVITY

The courses will be complemented by workshops of 3D modelling, augmented reality, video games that interactuate with the environment or electronic boards programming.

VIDEOS OF SOME OF THE TECHNOLOGIES TREATED

CURRICULAR CONTENTS OF JUNIOR 2019/20

BLOCKS OF CONTENT MODULES JUNIOR I (8 and 9 years) JUNIOR II (10 and 11 years)
VIDEO GAMES PROGRAMMING WITH 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 SPACE ADVENTURE:
Review of Basic programming by Blocks.
Learning to move an object within a program.
Learning to use loops within a program.
Know and use conditionals to generate more complex programs.
Establish interactions between objects within a program.
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 motion paths.
Set user interactions.
Use variables as counters.
Use of logical operators.
____________JUNIOR I (8 and 9 years)____________ ARKANOID:
Generate physical effects.
Encouraging objects through costumes.
Learn to use messages within a program.
Learn to use variables to get the most out of this tool.
Manage using clones within a program.
Setting interactions clones.
Applying different programming to clones.
Create and use procedures.
WEB CONTENT MANAGER SYSTEM CLASSROOM BLOG Learning to capture videos on your screen.
Learn to create and edit your videos.
Knowing how to use a YouTube channel.
Knowing how to publish on our technological blog.
3D 3D DESIGN AND PRINTING ALPHABET PROJECT IN BRAILLE
EXHIBITION OF CREATIVE SENTENCES
Introduction to different design programs.
User design program.
How to use the mouse on the interface design.
Net and rule.
Add figures.
Modify figures.
Position and rotation figures.
Composition, decomposition and intersection of figures.
AUGMENTED REALITY AUGMENTED REALITY Software Introduction to “HP Reveal Studio”.
Enter an image to activate an image to interact with it.
Enter an image to activate a text to interact with it.
Enter an image to activate a video to interact with it.
Enter an image to activate a link to a website to interacting with it.
ELECTRONICS INTRODUCTION TO ELECTRONIC PROGRAMMABLE BOARDS Know the integrated tools of microcontroller boards.
Perform functional programming and introduce them to the board.
Know the basic principles to create an electronic circuit with a microcontroller board as the main element.
ELECTRO-ROBOTICS WITH ARDUINO FUNDAMENTALS OF ARDUINO YOUR FIRST CLASSES OF ARDUINO
Writing and digital reading.
What is Arduino?
Programming environment.
Simulator.
Short introduction to electronics.
Waits.
Loops.
Conditional.
COMPONENTS AND BASIC STRUCTURES OF ARDUINO Programming interface.
Types of pins.
Sensors and actuators.
Other components.
Breadboard.
Series resistors.
Parallel resistors.
Colour code.
Learn digital reading and writing.
Know and programming a LED.
Know and programming a buzzer.
Use correctly relational operators.
Understanding the operation of the ultrasonic sensor.
ARDUINO FINAL PROJECT BAT GLASSES
LIGHTBOX
CREATIVE ARDUINO PROJECT/ TECHNOLOGICAL SHOWROOM CREATIVE ARDUINO PROJECT/ TECHNOLOGICAL SHOWROOM CREATIVE ARDUINO PROJECT/ TECHNOLOGICAL SHOWROOM
S4A INTERACTIVE VIDEO GAMES WITH THE ENVIRONMENT MAGICAL CONTROL FOR SPACE INVADERS
Perform an electrical circuit with an Arduino board so we can interact through the circuit with a program created with SCRATCH / SNAP.

CURRICULAR CONTENTS OF JUNIOR 2019/20

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.

THEMATIC AREAS COURSE PROJECTS 2019/20 COURSE PROJECTS 2020/21 COURSE PROJECTS 2021/22 COURSE PROJECTS 2022/23 COURSE PROJECTS 2023/24 COURSE PROJECTS 2024/25
PROGRAMMING
VIDEO GAMES
WITH SCRATCH

(8, 9, 10 y 11 años)
SPACE INVADERS
ARKANOID
Advanced blocks:
Procedures
COLLECT-TRIANGLES
SUSHI NINJA
Advanced blocks:
Movement
Physical Effects
TRON MULTIPLAYER
SNAKE
Advanced blocks:
Aesthetics
Data
SHOOT-FORMS WITH CLONES
COLLECT-ANGLES WITH CLONES
Advanced blocks:
Clones
SPACE INVADERS
ARKANOID
Advanced blocks:
Procedures
COLLECT-TRIANGLES
SUSHI NINJA
Advanced blocks:
Movement
Physical Effects
ARDUINO ROBOTICS
(8, 9, 10 and 11 years)
BAT GLASSES
LIGHTBOX (10/11 YEARS)
Specific components:
Ultrasonic Sensor
LED
Buzzer
LIGHTSABER
AUDIO METER
Specific components:
Sound Sensor
LED Strip
CRAWLING WORM
BUBBLES BLOWER
Specific components:
Stepper Motor
MAGNETIC GADGETS
SEISMOGRAPH
Specific components:
Magnetic Vibration Sensor
RAMP
Specific components:
Potentiometer
BARRIER
CATAPULT
Specific components:
Servomotor

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.