Nedelja kodiranja u Karlovačkoj gimnaziji

From Saturday, October 6, 2018 7:30 AM
to Friday, October 12, 2018 7:30 PM

Karlovačka gimnazija

Other

karlgimnazija@yahoo.com

Karlovačka gimnazija, Sremski Karlovci, Serbia

Code Week projektom želimo da ukažemo učenicima naše gimnazije koji su to trenutno popularni programski jezici koje treba da poznaju i koje će izučavati u nastavku svog obrazovanja na univerzitetu. Prezentovaćemo im mogućnosti sledećih programskih jezika: PHP, Pyton, C#, JavaScript

    High school students Employed adults
    Basic programming concepts Web development Visual/Block programming Motivation and awareness raising Promoting diversity

Nearby upcoming activities:

Feed The Mouse

Sat, Oct 10, 2020 12:00 AM

One child acts as the Computer (who moves the mouse by listening to the programmer’s instructions ). The other child acts as the Programmer (who gives the commands). The Programmer gives verbal instructions like 'Move Forward' (state how many card spaces), 'Move Backward' (state how many card spaces), and 'Turn Right' or 'Turn Left' to guide the computer/mouse throughout the path, without missing any of the yummy treats. The challenge level of the game can be increased by creating a more complex maze and putting obstacles in pathways that the mouse has to escape from or maneuver around.

Realism in Serbian literature/Realizam u srpskoj književnosti

Mon, Oct 12, 2020 10:00 AM

Students will use Scratch and make a game about writers and literary works of Serbian realism.

Coding for beginners inspired by famous story by Eric Carla

Mon, Oct 7, 2019 9:00 AM

Kids scan the QR code leading to the video "Very Hungry Caterpillar" - Eric Carla; We list the fruit eaten by the caterpillar and then scan with our guests the QR codes found in the room that give us information. A child who solves a code task, compiles a virtual puzzle, draws with virtual voices, or compiles a virtual tangram, playing memory. 4. Main Activity: Encouraging Computer Thinking: "How the Robot Thinks!" You will need a number of arrow flashcards which will be used to guide the caterpillar and mat with field where Caterpillar will navigated by child named programmer. Child follows the instructions given arrows to see if the caterpillar will in fact get to the food.