Modelamos programando con Tinkercad CodeBlocks

From Monday, October 19, 2020 9:00 AM
to Friday, October 23, 2020 2:00 PM

IES Francisco Aguiar Betanzos

Invite-only in-person activity

profeticsbeta@gmail.com

Spanish

Avenida da Coruña 15, 15300, Betanzos, A Coruña, Galicia, ESP

Introducción de alumnado de 2º da ESO, 4º ESO e 1º BAC á programación e ao CAD, mediante o deseño dunha etiqueta co seu nome e/ou outros obxectos que poidan sinxelos que podan imaxinar. *************************************************************************** Introduction of students of 2º ESO, 4º ESO and 1st BAC to the coding and CAD, by the design of a label with his/her names and / or other simple objects that they can imagine.

    High school students
    Basic programming concepts 3D printing
    CodeBlocks 3Dprinting CAD

Nearby upcoming activities:

Learning unplugged-code

Thu, Dec 3, 2020 12:00 AM

Objectives: 1º To know the basic forms of coding 2º Create materials based on CodyRoby Duration: 3 sessions of 50 ' We will create alternative materials to those indicated that will serve as a basis for carrying out an unplugged code activity. From them we will code the classroom. The objective is to mark different routes of movement around the classroom, which are safe and do not cross. These routes will be collected in a map that will be placed on the door, which will be with the corresponding code.

Mathematics and Computational thinking II

Mon, Nov 2, 2020 9:00 AM

Level: 3o ESO (14-15 years old). Development of key competences in Maths through coding. DESCRIPTION The objectives of this activity are: - to give the students the opportunity of exploring Scratch to develop a guessing game about Women in Maths. - to make the students aware of the women ́s contribution in Mathematics and Computing Science. - to use this experience to perform a future activity at the School radio to conmemorate the 11th of February. TASKS: FIRST PART (1) Introduction to Scratch: creation of a simple guessing game to figure out names of famous women whose contribution to Mathematics and Computing has been relevant. Introducing the figures of Ada Byron and Joan Clarke. We will adapt the source: https://scratch.mit.edu/projects/238525246 Save the file and upload to the virtual class with the name: name_surnamecourse_task1 (2) Look for more information about Ada Byron and Joan Clarke on the web https://mujeresconciencia.com/categoria/vidas- cientificas. Choose one of them (Ada or Clarke). Make a short podcast (recording) with your mobile (no more than 1 minute) with a summary of the information that includes at least the date and place of birth and death of her, what was her main contribution and any curiosity that you have discovered about her. Upload the final audio file to our virtual class with the name: name_surnamecourse_task2_audio (3) What other women scientists do you know whose contribution to Mathematics and/or Technology has been very important? If you don't know of any, find two examples. Create a short text document indicating the answer and the sources you have used to document yourself. Upload this document with the name: name_surnamecourse_task2_bibliography SECOND PART (4) Collective creation of a game in Scratch from the contributions of all the students to guess the name of famous women scientists from the research carried out in the previous activities, joining the code contributions of each one. TIMING FIRST PART: (1) 1 session 50' (2) and (3) 2 sessions 50' SECOND PART: (4) 2 sessions 50'

INTRODUCCIÓN AO SCRATCH

Mon, Nov 16, 2020 12:00 AM

I WANT TO INTRODUCE MY 2º PRIMARY STUDENTS IN THE WORLD OF BLOCK PROGRAMMING. I CONSIDER THAT THE BEST WAY IS TO USE SCRATCH. MY GOAL IS TO START IN PROGRAMMING IN A PLAYFUL AND MOTIVATIVE WAY. QUERO INICIAR AO MEU ALUMNADO DE 2º DE PRIMARIA NO MUNDO DA PROGRAMACIÓN EN BLOQUES. CONSIDERO QUE A MELLOR MANEIRA É UTILIZANDO O SCRATCH.O MEU OBXECTIVO É QUE SE INICIEN NA PROGRAMACIÓN DUN XEITO LÚDICO E MOTIVANTE.