to Friday, October 23, 2020 1:00 PM
Sveti Sava
Open in-person activity
English
Ulica Nemanjina 27B, 23300, Kikinda, Severno-Banatski Okrug, Vojvodina, SRB
The students are divided into teams of 3-4. The students from one team take turns to set up the questions and prize on the grid. The students from another team choose one player who will be a 'robot'. They create an algorithm for their 'robot' to reach the prize. The 'robot' follows the verbal instructions given by the rest of the team, like 'Move forward', 'Turn right', or 'Turn left'. CodyRoby cards are used for the instructions. Thanks to unplugged cooperative games, Class 1 students will listen to their peers' instructions, move around the board on the ground, think about the ways to solve environmental problems and help planet Earth, answer different questions about animals in danger, have fun and get familiarised with the principles of coding along the way. Older students will be using Scratch to create educational games in English about endangered animals or our town's symbol - owls. Students will learn how to use Scratch while creating a game and practise English along the way. Students of other classes, as well as our eTwinning friends, will be given a chance to learn more about endangered animals and owls. Thanks to game design activities, Class 5 students will develop their digital competences and improve their communication, collaboration, critical thinking and problem solving. These coding activities can help students raise motivation and awareness in the learning process.
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Primary school
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Basic programming concepts
Unplugged activities
Playful coding activities
Game design
Motivation and awareness raising
Longitude: 20.45873
Latitude: 45.82717
Geoposition: 45.82716997984198,20.45872998445236
Nearby upcoming activities:

PuppyArt în Cod
Această activitate le propune elevilor să exploreze lumea programării prin artă digitală, folosind desenul în stil pixel art. Elevii vor primi un cod cu instrucțiuni pas cu pas (de tip coordonate, culori, direcții) pentru a reconstrui o imagine pixelată – un cățeluș simpatic realizat din pătrățele colorate. Activitatea dezvoltă gândirea logică, atenția la detalii și legătura între cod și rezultat vizual.
Este o modalitate distractivă și accesibilă de a înțelege conceptele de bază ale codării, cum ar fi instrucțiunile secvențiale și reprezentarea datelor, integrând totodată creativitatea și lucrul manual.
Activitatea face parte dintr-o activitate in cadrul proiectuluieTwinning, dedicat introducerii copiilor în lumea tehnologiei și a programării într-un mod prietenos și vizual.

Országos Méh-Ész Logikai Verseny
Részvétel az Országos Méh-Ész Logikai Verseny gyakorlófeladatának megoldásában.

Celebrate eTwinning Day with Us – Through Coding and Creativity!


