to Wednesday, November 30, 2022 12:00 AM
2nd P S of Nea Erythraia (Athina Polychroni)
Invite-only in-person activity
English
Psaron 1, 146 71, Nea Erythraia, GRC
Goals:
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Learn about how computers “see” images and learn about pixels
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Enhance collaborative skills as students work in teams
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Use computational thinking skills to decipher a pixel art code and create their own code
Materials:
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pencils (or markers or crayons for students to use)
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printed worksheets for all students’ teams
Description:
In this activity, students learn about a type of encoding that lets them reproduce 8x8 pixel black and white images using a relatively small amount of data. The goal is to code an emoji as a 8*8 pixel drawing.
The students, working in teams, convert an encoded image into a drawn pixel image, using the worksheets the teacher gave them.
Next, they design and encode their new own images and each team challenge the others to decode their images and found out the hidden image.
This is an unplugged activity, but the teacher can use a projector/smartboard and an Internet connection to demonstrate how encoding pixel images works. https://scratch.mit.edu/projects/426890619/
Source:https://csfirst.withgoogle.com/c/cs-first/en/cs-first-unplugged/cs-first-unplugged/encode-an-emoji.html
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Primary school
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Basic programming concepts
Unplugged activities
Playful coding activities
Longitude: 23.81232
Latitude: 38.09536
Geoposition: 38.09536000625013,23.812319973396285
Nearby upcoming activities:

When Cardboard Comes to Life: Pollinators, Robotics, and Machine Learning (2PS- E2)
Students of the 5th grade will use Google Teachable Machine to create and train a ML model to recognize flower colors (purple, red, and yellow). They then will import the model into PictoBlox and programmed servo motors connected to an Arduino-based microprocessor to move a cardboard bee and a cardboard butterfly based on the color recognized by the camera.
The main goal is to raise awareness about the role of bees and butterflies as pollinators, while also encouraging student interest in technology and programming.
Microprocessor: S1 Arduino-based, Polytech
Google Teachable Machine

Kodable- First Steps (2PS, A1,A2)
Students from A1 and A2 classes (6–7 years old) will participate in an Hour of Code using Kodable, a fun and interactive coding game designed for young learners who are still developing reading skills.In this activity, students will explore basic programming concepts like:
-Sequences (putting actions in the right order),
-Conditions (making choices based on situations),
-Loops (repeating steps), and
-Functions (grouping steps to use again later).
-Customize characters by changing colors and adding fun accessories
-Code real-world actions like feeding, washing, and playing with the characters.
As the students are quite young, teacher support is needed.
Kodable uses visual, text-free block coding, so children can understand and play without needing to read. They guide cute characters through mazes, using code to solve puzzles. This game-based experience helps build problem-solving skills, logical thinking, and early digital literacy in a creative and age-appropriate way.

Kodable- First Steps (3PS, A3)
Students from A3 (6–7 years old) will participate in an Hour of Code using Kodable, a fun and interactive coding game designed for young learners who are still developing reading skills.In this activity, students will explore basic programming concepts like:
-Sequences (putting actions in the right order),
-Conditions (making choices based on situations),
-Loops (repeating steps), and
-Functions (grouping steps to use again later).
-Customize characters by changing colors and adding fun accessories
-Code real-world actions like feeding, washing, and playing with the characters.
As the students are quite young, teacher support is needed.
Kodable uses visual, text-free block coding, so children can understand and play without needing to read. They guide cute characters through mazes, using code to solve puzzles. This game-based experience helps build problem-solving skills, logical thinking, and early digital literacy in a creative and age-appropriate way.