to Wednesday, October 18, 2023 12:00 AM
1st Gymnasium of Neapolis
Open in-person activity
English
1o Gymnasio Neapolis, 567 28, Neapoli, GRC
Students participating in the international project on the eTwinning platform "Green Planet" will carry out a coding activity with a garden robot by accessing the following link: https://playground.robogarden.ca/index/hourofcode/steam/all/2144
In this activity, students will program the virtual robot to move around a garden, use its sensors to detect various obstacles or colors. By solving the various tasks in the platform, students will get to know the basic instructions of a program in a pleasant way: repeat, while ... do, if ... then ... else, etc.
A robot is a machine—especially one programmable by a computer—capable of carrying out a complex series of actions automatically. A robot can be guided by an external control device, or the control may be embedded within. Robots can take human form, but most robots are machines that perform precise tasks. Examples of robots inspired by nature:
https://robotsguide.com/robots/spot - imitates a dog
https://robotsguide.com/robots/salamandra - imitates a salamander
https://robotsguide.com/robots/robobee - imitates a bee
https://robotsguide.com/robots/kamigami - imitates various insects from nature
https://robotsguide.com/robots/daisy - imitates a spider
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Secondary school
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Robotics
Playful coding activities
Nearby upcoming activities:
eTwinning Day_well being
The 9 May – eTwinning day – is the day when eTwinners celebrate their amazing ideas and achievements.
With the growing recognition of the crucial impact of well-being on students' learning outcomes and overall life satisfaction, eTwinning goes a step further.
The 2024 Annual Theme aims to provide educators with the opportunity to explore and integrate a whole-school approach to well-being and mental health.
We discuss the topic of well being at school_what it takes to feel good!
We watch videos, play online games, take well being exercises for the whole body and mind.
We program bee bot to find all the well being images and write the code.
"Coding and Recycling"
· We prepare a square grid of 5 x 6 lines (each square 15 cm x 15 cm) with chalk or paint on the floor, preferably outside in the school yard.
· Place four (4) recycling bins (paper, glass, plastic and metal) in different places on the grid.
· We print about 16-20 cards with various items for recycling, e.g. plastic bottle, glass jar, newspaper, can, etc (we can use and real items)
· Each child selects randomly one card that depicts an icon of the recycling materials (or a real item)
· The child tries to plan the path to take to drop it in the correct bin on the floor grid.
There are three different variations of the game, depending on the level of familiarity of the students or the use of Beebot:
(a) The child uses arrow cards (forward, backward, right, left) to represent the steps needed to reach the square of the right bin on the floor grid and performs the planned route.
(b) The child presents verbally the steps (forward, backward, right, left) that are needed to reach the square of the right bin on the floor grid, and executes the designed route.
(c) Beebot can be used on the floor grid moving towards the right bin.
Also, this activity can be done on a table grid and the children move one Playmobil.
Кодираме роботче
Активноста се состои во кодирање на патека на робот. На патеката се поставени карти со броеви. Учениците го програмираат роботот да оди од број до број така што збирот на проевите низ коишто поимал да биде даден број. Во зависност од возраста се поставуваат броевите.