Project Description

TEENS: ADVANCED PROGRAMMING FOR SECONDARY SCHOOL

Teens Coding In-a-box

SCHOOL STAGE: Secondary School (Spanish Education System)

RECOMMENDED AGE: 12, 13, 14 and 15 years

AVAILABLE LANGUAGES:

Spanish English

DURATION: 4 school years

TECHNOLOGIES:
Apps and video games programming, Arduino.

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:

The TEENS program offers the possibility to programme a simple video game. That possibility is offered especially for students who start from Scratch or do not have much experience. However, this is not the main objective of the course so if the teacher considers it appropriate it would be posible to go directly to more complex modules.
APPS Programming

PROGRAMMING APPS

The TEENS CODING IN-A-BOX students will programme APPS with the an objective of accreditation of the and they will also programme with Arduino.

Arduino Projects

ARDUINO PROJECTS

They will also programme several Arduino projects, where they will face advanced concepts of Electronics.

ADVANCED TECHNOLOGIES

Through the TEENS CODING IN-A-BOX program students will enter the Networks and Security world (Anti-hacking, Networks, TCP / IP, Home Automation / IOT, OSI Model, etc.).

NETWORKS AND SECURITY

HOME AUTOMATION AND IOT

SYLLABUS AND PLANNING

The teacher is given the opportunity to teach all the conceptual and theoretical part with a flipped classroom methodology. He or she will have videos and presentations made by experts of each of the areas (Security, Networking, Electronics, etc.), an also engineers or certified instructors who have extensive teaching experience with children and teenagers. With these materials, the student will work with the modules of a more conceptual and theoretical characteristics such as the OSI Model, theory about electronics or similar at home and the class at the school can be used to share the acquired knowledge or to do practical exercises to put that knowledge into practise.

CURRICULAR CONTENTS FOR TEENS 2019/20

BLOCKS OF CONTENT MODULES TEENS 1
12 YEARS
TEENS 2
13 YEARS
TEENS 3
14 YEARS
TEENS 4
15 YEARS
VIDEO GAMES PROGRAMMING WITH SCRATCH INTRODUCTION TO VIDEO GAMES PROGRAMMING YOUR FIRST VIDEO GAME:
Interactive introduction to the environment.
SPACE ADVENTURE:
Review of Basic Programming with blocks.
Learn how to move an object in a program.
Learn how to use loops in a program.
Know the conditionals and use them to generate more complex programs.
Establish interactions between objects in a program.
VIDEO GAMES PROGRAMMING: PROJECT
WEB CONTENT MANAGER SYSTEM CLASSROOM BLOG Learn how to capture videos on your screen.
Learn how to create and edit your videos.
Know how to use a YouTube channel.
Know how to publish on our technology blog.
MOBILE APPS DEVELOPMENT FUNDAMENTALS OF MOBILE APPS PROGRAMMING AIR HOCKEY and DROP ME
Specific components: Canvas, Sprite images and interaction between objects.
Learn how to use several screens in the same application.
Know the components used to create Drawings and Animations.
Know the coordinate system of the Canvas and the address system to learn how to locate and move Sprites in it.
Program the movement and interaction between Sprites and the user, the Canvas and other Sprites.
Use procedures to avoid repeating some recurring processes (simplify programming).
MOBILE APPS PROGRAMMING
PROGRAMMING WITH PYTHON FUNDAMENTALS OF PROGRAMMING WITH PYTHON What is Python?
How do I begin programming with Python?
Working with variables in Python.
Interactive exercises.
Collect data by keyboard.
Useful Information:
Comments.
Convert a chain to numbers in Python.
Conditional statements.
Conditional statements II.
While Loop.
Arduino programming with Python.
Interactive exercises.
PYTHON Programming Fundamentals II.
Object Oriented Programming in PYTHON.
WEB PROGRAMMING WITH HTML AND CSS WEB PROGRAMMING: HTML HTML. History of HTML. Basic structure. Header. Body. Titles. Paragraphs. Line breaks. Images. Links. Images with links. Unordered and ordered lists. Boards. Video. Divs. Comments. HTML. History of HTML. Basic structure. Header. Body. Titles. Paragraphs. Line breaks. Images. Links. Images with links. Unordered and ordered lists. Boards. Video. Divs. Comments.
WEB PROGRAMMING WITH CSS STYLE SHEETS CSS structure. Give styles to HTML elements with CSS. Technical Note on Forms and Databases.
The HTML course is planned to be taught twice.
One is for 12 year old students and the other, for students older than 15. In the second year, the content will be linked to the publishing services of a web will relate. These services are in the module WEB SERVERS, MAIL, DHCP, DNS.
3D PRINTING AND 3D MODELLING 3D PRINTING Types of 3D Printing technologies.
Models of 3D printers.
How do filament printers work.
Laminator software.
TECHNICAL DRAWING AND 3D MODELLING CONCEPTS Design interface.
Using the mouse to model.
Tools.
Add figures.
Modify figures.
Position and rotation.
Composition, decomposition and intersection of figures.
ELECTRO-ROBOTICS WITH ARDUINO FUNDAMENTALS OF ARDUINO YOUR FIRST ARDUINO CLASSES:
Introduction to the Arduino environment.
Digital Reading and writing.
What is Arduino?
Programming environment.
Simulator
Brief introduction to Electronics.
Wait.
Loops.
Conditionals.
BASIC COMPONENTS AND STRUCTURES OF ARDUINO Specific components for the project:
Ultrasonic Sensor, Buzzer and RGB.
Learn digital literacy.
Know the LED RGB and programme different colors with PWM.
Use the relational operators correctly.
Understand how the ultrasonic sensor works.
ARDUINO FINAL PROJECT BAT GLASSES
AND MULTIMEDIA BOX
LIGHTBOX
AND MULTIMEDIA BOX
S4A VIDEO GAMES INTERACTIVE WITHE THE ENVIRONMENT Magical controller: control the Space Invaders video game using the Ultrasonic Sensor.
Link games created on the computer with Arduino projects through S4A.
ELECTRONICS BASICS OF ELECTRONICS Ohm´s Law.
Fundamental values.
Short and open circuit.
Power and Energy.
ADVANCED ELECTRONICS Using the multimeter to measure voltage, current and resistance. AC/DC.
Differentiate signals.
Alternating signals Parameters.
Rectifiers.
Zener diode.
Voltage regulator.
Differentiate between analog and digital signal.
The concept of bit.
Convert a binary system into decimal and vice versa.
Control systems.
Differentiate open loop and closed loop.
Differentiate signals.
Alternating signals parameters.
Rectifiers.
SECURITY SECURITY AND ANTI-HACKING Authentication.
Authorization.
Accounting.
Symmetric encryption.
Authentication mechanisms.
Google tracking activity.
Password management.
Multifactor authentication.
Good practices creating passwords.
Password management software.
Traces of Internet activity.
Risks in Social Networks.
What does Google know about you?
What data do you give to companies unknowingly?
Different types of Hackers.
Malware.
Malware types.
Massive data and activity monitors.
EMERGING TECHNOLOGIES EMERGING TECHNOLOGIES Cloud Computing services.
Benefits of Cloud Computing.
IaaS, PaaS, SaaS.
Public clouds, private and hybrid.
Fog Computing.
IoT.
Fog Computing vs. Cloud Computing.
Big Data.
Pillars of Big Data.
Dimensions and society changes expected with Big Data.
Big Data projects of third parties.
Technology and Society.
NETWORKS I AND II NETWORKS I AND II OSI model.
Layer model.
Protocols.
Encode, compress and encrypt.
Communications hardware and Software.
Network Interface Card.
Elements of a network.
New devices and IoT.
Functions of a router.
Firewall functions.
Networks classification according to three factors.
ARDUINO CREATIVE PROJECT / TECHNOLOGY SHOWROOM ARDUINO CREATIVE PROJECT / TECHNOLOGY SHOWROOM ARDUINO CREATIVE PROJECT / TECHNOLOGY SHOWROOM

TEENS PRACTICAL PROJECT ITINERARY

Practical projects related to video games programming, Arduino robotics and apps development 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
VIDEO GAMES PROGRAMMING WITH SCRATCH
(12, 13, 14 and 15 years)
SPACE ADVENTURE
Review basic programming blocks
ANIMATE YOUR NAME
Review basic programming blocks
DRAW-POLYGONS
Review basic programming blocks
SHOOT-FORMS
Review basic programming blocks
SPACE ADVENTURE
Review basic programming blocks
ANIMATE YOUR NAME
Review basic programming blocks
APPS DEVELOPMENT
(12, 13 y 14 years)
AIR HOCKEY
Specific components:
Canvas
Sprite images
Interaction between objects
SCIENTIFIC CALCULATOR
Specific components:
Button
Text box
Label
Maths blocks
PROTOOLS
Specific components:
Sensors (gyroscope, GPS, accelerometer)
AIR HOCKEY
Specific components:
Canvas
Sprite images
Interaction between objects
SCIENTIFIC CALCULATOR
Specific components:
Button
Text box
Label
Maths blocks
PROTOOLS
Specific components:
Sensors (gyroscope, GPS, accelerometer)
ARDUINO ROBOTICS
(12, 13, 14 y 15 years)
MULTIMEDIA BOX
Specific components:
Ultrasonic Sensor
LED RGB
Buzzer
AUTOMATIC LAMP
INTERACTIVE CLOUD
Specific components:
LDR Sensor
Sound Sensor
LED Strip
PORT CRANE
Specific components:
Stepper Motor
Pushbuttons
TELEGRAPH
Specific components:
Serial Monitor
SPEEDOMETER
Specific components:
Infrared Sensor
Bluetooth
MECHATRONIC HAND
Specific components:
Pressure Sensor
Servomotor

VIDEOS OF SOME OF THE TECHNOLOGIES TREATED