Programação sem computador

From Monday, October 18, 2021 10:00 AM
to Tuesday, October 19, 2021 4:00 PM

Conservatório de Música da Covilhã

Open in-person activity

arita.augusto@gmail.com

Portuguese

Conservatório Regional de Música da Covilhã, Rua do Condestável D. Nuno Álvares Pereira, 6200-154, Covilhã, Castelo Branco, PRT

Através de um tabuleiro 4 x 4 e de um conjunto de setas/indicações (direita, esquerda, frente) as crianças do grupo irão recontar a história “o gato das botas”. Uma criança será o ‘robô’ que terá de seguir o percurso/recriar a história que as outras crianças do grupo irão programar com as setas.

    Pre-primary education
    Basic programming concepts Unplugged activities Playful coding activities Game design
    Programação educação pré-escolar 4 anos

Nearby upcoming activities:

"El Marco" edeXlad
Mon, Nov 15, 2021 12:00 AM

Como un recurso más del proyecto de adaptación de lecturas "edeXlad" se presenta este recurso elaborado en Scratch para que puedan realizar actividades de refuerzo y ampliación relacionadas con la lectura.

Oficina DOC
Wed, Oct 27, 2021 1:30 PM

O DOC é um pequeno robot programável. Os alunos aplicam sequências de programação, as quais são fornecidas em cartas de jogar. Num segundo momento, os alunos criam as sequências de programação, escrevem as linhas de código em pequenos grupos e completam as missões, criadas por eles próprios.

Create an Avatar in 2D, 3D and Scratch.
Wed, Sep 15, 2021 9:00 AM

Topic of activity:3D modeling and introduction to visual language (programming). Learning objectives: Develop a vocabulary that can help you express ideas. Model and 3D print, Develop creativity, use mathematical calculation and critical thinking to solve real world problems. Know artificial intelligence, contact with visual programming language, and learn from mistakes; work collaboratively. SHORT DESCRIPTION OF YOUR AI LEARNING ACTIVITY Teacher will be responsible for organizing and explaining the activity and presenting the materials and resources needed for these activities. On the other hand, he/she will give step-by-step instructions and tutorials for the activities to be performed. Students will work in pairs, with the help of tutorials and simplified instructions, in order to develop their communication, collaboration and problem-solving skills as autonomously as possible. The estimated duration is provided for each unit of the class, giving the flexibility to adjust as needed. 1. This activity begins with a video about Artificial Intelligence [1], followed by a brief reflection on the topic. 2. Students design an avatar based on themselves or a fictional person. 3. They take a detailed inventory of the avatar's physical characteristics. 4. Draw a 2D sketch of the avatar, in AutoDraw or with other artistic materials [2]. 5. Model their avatar in 3D, in the Tinkercad [3]. 6. They collaboratively evaluate their drawing (binary Yes/No rating) in relation to the characteristics defined previously. 7. Share the avatar with colleagues. 8. Use the program Meshmixer to correct the 3D avatars [4]. 9. Print the avatar on the 3D printer. At this stage it is intended that the student: - Develop a vocabulary that can help him/her express ideas. - Create a 2D representation of a character. - Create a 3D Avatar in Tinkercad. - Use mathematical computation to solve real-world problems. - Present a 3D avatar to the teacher or the class. 10. We are now going to explore and experiment with Scratch [5]. 11. Create your avatar in the Scrathc [6]. 12. Finish your avatar and present it to your classmates. The student: - Contact with visual programming language (initiation) - Develop creativity and logical thinking, - Think to think, - Learn from mistakes. Materials needed: PC, 3D printer, and free applications: AutoDraw, Tinkercad, Meshmixer and Scratch. [1] https://www.youtube.com/watch?v=OeU5m6vRyCk (2:55); [2] AutoDraw;[3] https://www.tinkercad.com; [4] https://www.meshmixer.com/download.html; [5] Europe Code Week; [6] https://scratch.mit.edu/projects/367865538/editor/.