Kids@Digital - Programmieren mit dem Calliope Mini

Organized by:

Bytespeicher Erfurt

Contact email:

info@kids-digital.de

Happening at:

Bytespeicher, Liebknechtstraße, Erfurt, Deutschland

From Saturday, October 6, 2018 2:00 PM
to Saturday, October 6, 2018 4:00 PM

Description:

Mit dem Microcontroller "Calliope Mini" können die Grundlagen der Programmierung auf einfache und spielerische Weise für Kinder ab 9 Jahren vermittelt und ausprobiert werden. Wir - die Initiative Kids@Digital aus Erfurt - stellen im Hackspace Bytespeicher Geräte und Computer für bis zu 8 Teilnehmerinnen und Teilnehmer zur Verfügung und erklären mit Hilfe kinderleichter Lernunterlagen den Einstieg in die Programmierung an diesem Nachmittag. Die Veranstaltung ist kostenfrei. Eine Anmeldung ist über unsere Webseite notwendig, die Plätze sind begrenzt. Besondere Vorkenntnisse sind nicht erforderlich. Die Eltern dürfen gern zuschauen.

More information:

https://www.kids-digital.de

This activity is for:

  • Elementary school students
  • High school students
  • Employed adults
  • Unemployed adults

Main themes:

  • Basic programming concepts
  • Hardware
  • Playful coding activities
  • Visual/Block programming

Tags:

  • Hackspace
  • Hardware
  • Programmierung
  • Open Roberta
  • Erfurt
  • Calliope mini
  • Kids@Digital

Share the activity:

October 2018
Mon Tue Wed Thu Fri Sat Sun
1234567
891011121314
15161718192021
22232425262728
293031    

Nearby upcoming activities:

Swift Coding Club

Wed, Oct 16, 2019 1:00 PM

Technische Entwicklungen erfolgen immer schneller und tiefgreifender. Hintergrund all dessen sind Algorithmen. Mit dem Swift Coding Club sollen Schülerinnen und Schüler einen Einblick in das Thema "Coding" erhalten, um ein Verständnis für diese Entwicklungen zu erhalten. Die Schülerinnen und Schüler lernen in diesem Zusammenhang algorithmischen Abläufe im Rahmen einer Robotersteuerung unter der Verwendung der Programmiersprache Swift kennen und wenden diese selbstständig an. ^Manuel Pittner

Hypertext Unplugged. A Game-Based Reading Activity to Approach Coding in a Cross-Over Setting of Two English Language Classrooms.

Wed, Nov 27, 2019 8:00 AM

The activity is divided into three phases: • Phase 1 In small groups, the students of the first class play a hypertext reading game with 74 story cards multiple times. Almost every card forces them to decide between three alternatives so that a code consisting of the numbers of the chosen cards is created depending on the decisions the students make. Hence, every reading might create a new code. Furthermore, the students are tasked with creating special codes such as the shortest code they can find to end the game, the longest code they can find to end the game, the code that makes you lose the game, and a code that does not let the game end. The intent of the game is to get a first impression of coding and hypertext structures without using any technology. On the level of language learning, simple past structures are repeated in a story context. Moreover, students reflect on decision-making processes that they can transfer to real-life situations. In order to assess the students’ understanding, they are asked to write a game manual that explains what a hypertext is, how to play the game, how you can create different kinds of codes within the game, what you can learn from the game for real-life decisions, what you can learn from the game concerning problem-solving processes. Additionally, the students are asked to write down what hypertext authors need to consider in their opinion and how they would start if they had to write a hypertext story. • Phase 2 The second English class has some expertise in coding and technology-based hypertexts already as their educational focus in school is computer science. The students are asked to play the hypertext story game and create the same codes as the first class in order to get familiar with this specific hypertext structure. In the form of a peer-review, the students then assess the game manuals of the first class, give them feedback, especially on their codes, e.g. by recording a video message, and select a winner team. Furthermore, the students prepare easy explanations, for instance in the form of explanatory video clips, of what a real hypertext is, what it has to do with coding and the internet and how it is related to the game. • Phase 3 The first class receives their reviews and explanations of hypertexts. As a class, they prepare a feedback for the second class, e.g. a letter, a poster, a video clip, where they explain for example what they think about coding now.

Digital Botschafter des Landes Rheinland Pfalz

Mon, Oct 14, 2019 9:30 AM

Digital Botschafter werden in RLP ausgebildet um Seniorinnen und Senioren ans Internet heran zu führen. Unter dem Motto, "Senioren Tablet statt Senioren Teller" werden ganz gezielt ältere Mitbürger angesprochen um nicht total abgehängt zu werden. Auch ich werde in Zukunft solche Interessierte als Referent schulen. Mit freundlichen Grüßen Wolfgang Wobido