SCHOOL STAGE: 1st of Preschool
RECOMMENDED AGE: 3 years
DURATION: 1 school year
Kinderduino, KUBOT App
TECHNOLOGICAL YOUTH PASSPORT ACCREDITATION:
The content of this course covers the following competences of the TYP FOR KINDER & KIDS:
A course in which the youngest students will be introduced to the world of Programming and will learn to work with the right tools. And they won’t need to write or read the code, given that they’ll use visual languages programmed by blocks.
- The basic digital literacy.
- Understanding of sequencing orders and simple conditionals.
- The transversal support to the curriculum.
The child will programme the KUBOT robot using simple scripts with an App based on symbols.
The App of KUBOT for KINDER & KIDS CODING IN-A-BOX is the first programming App for Preschool children to enable them to programme simple conditionals based on colours or the presence of obstacles.
Through tablets or computers, the child will also be able to access simple games that will solve via programming with symbols.
In this course, the technological coursework is transversely used to support the curriculum.
|KINDER BASIC||Movement (*).
Repeat N times.
|KINDER ADVANCED||Bouncing if touch an edge.
Show / Hide.
Play a sound.
Go to an object.
|KIDS BASIC||Angles and degrees.
X and Y.
|KIDS ADVANCED||Clicking on an object.
Say / think.
X and Y II.
Go to coordinates.
CONTENTS AND ACTIVITIES
|BASIC CONCEPTS OF PROGRAMMING||Physical and verbal dynamics to promote discovery learning of the basic contents of programming and its usage.
Theoretical explanations with examples of the most difficult concepts.
|Access to materials through our educational platform.
Individual passwords for each student depending on their age.
|PRACTICAL EXERCISES OF PROGRAMMING||Different types of exercises and challenges to consolidate the concepts the students have already learnt and to put them into practice.||Exercises on paper, physical dynamics and computer games in an environment created to adapt to the development and skills of each age.
They are challenges to solve itineraries indicating the necessary orders or interpreting already given orders.
|DEVELOPMENT OF PROJECTS||Cumulative challenges that increase in difficulty adjusting to student learning during the course, and promoting the development of their creativity.||An environment created to adapt to the development and skills of each age, with programming blocks with or without text and simplified options.|
|TRANSVERSAL ACTIVITIES||Exercises and challenges related to a non-technological syllabus, such as colors, letters, numbers, animals, etc.||An environment created to adapt to the development and skills of each age, with scenes related to different themes.|
|INTRODUCTION TO ELECTRONICS||Introduction of concepts of electronics and programming challenges adapted according to age.||An environment created to adapt to the development and skills of each age, with programming blocks relating to several aspects of electronics, such as sensors, motors, etc.|
|ROBOTICS||Controlling robots with a tablet application, in order to solve the challenges that are proposed.||Tablet application and Kubot robot.|