Introducción a la programación con Makecode

From Monday, October 18, 2021 12:00 AM
to Friday, October 22, 2021 12:00 AM

Colegio Maria Auxiliadora Salamanca

Open in-person activity

Spanish

Calle Padre Cámara 1, 37004, Labradores, Salamanca, Castilla y León, ESP

Se realizará una introducción a la programación por bloques utilizando la herramienta de Makecode para desarrollar un videojuego.

    Secondary school
    Game design

Nearby upcoming activities:

CoderDojo Salamanca
Fri, Sep 15, 2023 6:30 PM

CoderDojo Salamanca es un club de programación gratuito, divertido y está repleto de recursos geniales, que te ayudarán a comprender la tecnología que utilizas todos los días y crear la tuya propia y dar forma a tus propias ideas con tecnología.

No hay maestro en un Dojo, en cambio las sesiones son facilitadas por personas voluntarias que asesoran y orientan a todos los asistentes.

En un Dojo tú eliges lo que quieres aprender y tú eliges cómo deberías aprenderlo.


Hay libertad para aplicar el aprendizaje a tus intereses, a través del desarrollo de proyectos. Solo tenemos una regla, 'Sé genial'.

Proyecto en programación en bloques
Tue, May 14, 2024 9:00 AM

Los alumnos de ESO desarrollarán un código de lenguaje en bloques con el programa Scratch. En este entorno de programación desarrollarán máquinas útiles como dispensadores, parkímetros, etc

El metaverso de la Generación del 27
Sun, Jan 7, 2024 8:30 AM

 

I would like to propose the creation of a metaverse, in other words, a virtual universe where my students can interact with other through avatars. However, in this case, these avatars will not only be a representation of themselves but of every member of the Students Academy belonging to 27´s Generation. Thus, each student will be assigned a specific role (whether it be a poet, a musician or a painter) that has to recreate and develop with originality, imagination and historical rigor.

 

The main advantages of bringing the metaverse to the classrooms are being able to offer immersive situations that are almost impossible to carry out in real life and taking advantage of the internal layer of artificial intelligence that this environment offers to create personalized learning routes.

It is an experiential learning that allows learning without leaving the classroom, gamified, dynamic. The use of avatars and roles allows shy students to interact much more than they do in reality, contributing to their socialization

 

Collaborative learning will be fundamental in the creation of the metaverse, because it can facilitate collaborative learning and allow students to work together in a shared virtual space. Students can interact witch each other and with digital objects in real time, which can improve communication and collaboration skills.

Student documentation will be essential to be able to recreate characters (on a physical and psychological level, as well as their artistic creations), buildings, historical and shared spaces, objects, etc.

This immersive experience plans not to leave anyone indifferent, since its purpose is for students to get to know the Generation of ´27 from the inside: what were they dreaming about? what did they love? What were they worried about? why were they friends? what did they have in common? How did they live and relate to each other?

These, an many more questions, can be answered thanks to this metaverse proposal.