Lego Coders

From Sunday, October 10, 2021 8:00 AM
to Friday, October 29, 2021 4:00 PM

Agrupamento de Escolas Latino Coelho, Lamego

Open in-person activity

Portuguese

Lamego, Viseu, PRT

  1. The pixel (a word invented from "picture element") is the basic unit of programmable color on a computer display or in a computer image. ... Up to three bytes of data are allocated for specifying a pixel's color, one byte for each major color component. A true color or 24-bit color system uses all three bytes.

A: In digital imaging, a pixel(or picture element) is the smallest item of information in an image. Pixels are arranged in a 2-dimensional grid, represented using squares. Each pixel is a sample of an original image, where more samples typically provide more-accurate representations of the original.

A pixel is the basic logical unit in digital graphics. Pixels are combined to form a complete image, video, text, or any visible thing on a computer display.

In this activity, legos will represent pixels. Students read the code and fill the squares (pixels) in a 10x8 grid with plastic lego squares and discover the hidden picture. They can either use a picture of a colored-squares-10x8 grid and try to write the code. Either attempts will be uploaded in a padlet in order all school participants to exchange and recreate each others code. Schools can use the examples of the padlet or create new ones, always bearing in mind to use a grid of the same dimensions. At the end all lego creations will be collected and presented in an online art gallery.

    Pre-primary education Primary school
    Basic programming concepts Unplugged activities Playful coding activities Art and creativity
    GR-Spitsa-456

Nearby upcoming activities:

Igualdade de Género / Aprendizagem Automática / Preconceitos | Gender Equality / Machine Learning / Bias
Mon, Oct 11, 2021 8:30 AM

 This activity covers essential concepts of machine learning at the introductory level, focusing specifically on the classification task. It aims to inspire the future generation of innovators to harness the potential of Machine Learning (AA) and Artificial Intelligence (AI), as well as understand its advantages and limitations through simple but interesting case studies.

 Material and resources required

For the successful completion of this activity, curious and collaborative students who will work in groups/pairs are required. The classroom must be equipped with LCD, internet connection, shared computers with microphone and webcam.

 Learning space

Classroom

 Activity description

This is a group/peer work activity and can be divided into several steps:

·           Make a brief presentation on AI and AA, as well as its real-world applications.

·           Familiarize students with their technical vocabulary.

·           Discuss the role that artificial intelligence plays in our lives.

·           Train and test a machine learning model.

·           That's why "human prejudice" plays a role in machine learning.

 Age group

10-12 years

 Expected duration

2 lessons (100 min.)

 Coding and computational thinking

Machine Learning; Artificial Intelligence; Artificial Neuronal Networks.

 

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Wed, Sep 1, 2021 12:00 AM

MURAL DAS ATIVIDADES DO CLUBE DE PROGRAMAÇÃO E ROBÓTICA COLÉGIO SANTA EULÁLIA COM AS ATIVIDADES REALIZADAS EM PROGRAMAÇÃO E ROBÓTICA DESDE O PRÉ-ESCOLAR AO 4.º ANO DE ESCOLARIDADE – CROBOTEAM (CLUBE ROBÓTICA EULÁLIA A MEXER)

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Fri, Oct 22, 2021 9:00 AM

This activity presents students programming and thought patterns that allow them to combine creativity and strategic decision making with & without the use of electronic devices. It’s intended that the visual programming/blocks & unplugged activities reduces the access barriers that limit the inclusion of programming in the classroom, regardless of funding and equipment.