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Programación en Python | Principiante | Semana 06 SP | Piedra, papel, tijera, Python

En este curso SP de seis semanas, los estudiantes aprenderán los pasos para crear y adaptar doce juegos de Python, con dos juegos por semana. #builder
Sidney - KidsSpeakCode
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4.8
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Qué está incluido

6 lecciones pregrabadas
6 semanas
de apoyo docente
1 año de acceso
al contenido
Tarea
1-2 horas por semana. Students should work on their own code each week using the examples provided, or a new idea of their own. Each module should take about an hour to work through and homework should take about the same, but can take longer or shorter, depending on the interest of the learners and how much time they want to put into building their own fun games.
Evaluación
Feedback is provided for all assignments.

Experiencia de clase

In this course, we will develop twelve Python games, two each week, for six weeks. From games where we guess a number, play hangman, build an ice cream simulator, a cat cloning machine, and more, we will learn elements of Python programming while developing fun and easy to make games. The goal of the class is to learn while doing, and each week will focus on the ideas that go into the games, and the methods used to create them. As we go through each game, students will also learn about various introductory programming concepts and how to apply them.

We will be looking at introductory topics in Python that include variables, lists, loops and if statements in this course. This is a great course for beginners to Python. We will not be going into each topic in depth, rather looking at the functionality of the various elements and data structures we use in games and how they come together. By learning through doing, students will understand the basic elements of coding, and be ready to take a more in depth course. The goal is to learn while having fun, and seeing what students can come up with using the ideas discussed in each module. Getting excited about coding and being creative, are the most important things in this class.

In each module, we will look at the idea behind the code, how to build up the program, and ideas for students to work on their own versions and share with the class. Each week students can start with the provided module code to make their own programs or create their own using the same methods. Students will share with the class in the classroom and/or submit code in the teacher section for feedback. This can be an exciting and lively process as we play each others games, come up with new ideas, and build new and better games each week.
Metas de aprendizaje
Students will learn how to construct basic Python games while learning about variables, lists, loops and if statements.
objetivo de aprendizaje

Programa de estudios

6 Lecciones
más de 6 semanas
Lección 1:
Module 1: Getting Started with Variables and Fun Games
 In this module, students will dive into the basics of programming by learning how to store numbers in variables. They'll kick things off by creating a "Guess the Number" game, which not only introduces the concept of variables but also makes it super engaging. Next, they'll develop a cool Dog/Cat Age Calculator, turning human years into pet years, and discovering how simple math functions can be applied in entertaining ways. 
Lección 2:
Module 2: Strings, Quizzes, and Pizza Parties
 Students will explore the world of text in programming by learning how to use string variables. They'll put this knowledge to use by building a Personality Quiz that responds to their choices with witty feedback. Then, it's time for some culinary coding with the Pizza Toppings Machine project, where students can mix and match ingredients to craft the ultimate virtual pizza—perfect for those who like to get creative with their food! 
Lección 3:
Module 3: Lists, Sweets, and Whiskered Widgets
 This module introduces lists and indexing, key tools for managing collections of data in programming. Students will apply these concepts by creating a Random Ice Cream Maker that whips up delicious, surprise flavor combinations. They'll also code a Cat Generator, which will produce descriptions or images of different cat types at random—a purr-fect project for animal lovers. 
Lección 4:
Module 4: Interactive Game Crafting
 It's game development time! This module is all about using imagination and coding skills to create interactive experiences. Students will build an Item Adventure Game, making decisions that steer the adventure in various directions. They'll also design a version of Rock, Paper, Scissors called "Rock, Paper, Scissors, You," adding a personal twist to the traditional game. 

Otros detalles

Orientación para padres
In this course, we will be utilizing Replit.com, a versatile and user-friendly online coding platform that offers a robust environment for learning and developing programming skills. Replit.com is accessible for free and operates entirely in the cloud, eliminating the need for any software installations on personal computers. This makes it an ideal choice for beginners and younger learners to start coding in a supportive and well-structured setting. The platform supports multiple programming languages and comes with a variety of tools that enable students to write, run, and debug their code effortlessly from any device with internet access. By using Replit.com, students can easily share their projects and collaborate with others, enhancing the learning experience through interactive participation.
Lista de útiles escolares
We will be using Repl.it, an interactive coding environment, which makes it easy to code, share and collaborate. While there are many other places that students are able to code, this is the only resource we will be using. The site is free to sign up, and makes it easy to code in Python, directions will be provided with the first module.
Recursos externos
Además del aula de Outschool, esta clase utiliza:
  • Repl.it
Se unió el October, 2020
4.8
1187reseñas
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Experiencia y certificaciones del docente
I love teaching programming using fun and interesting examples because it helps students go farther than learning hard to contextualize concepts. Understanding what we are doing and why means that students will be able to apply algebraic concepts (like x+y) having understood examples like (red bike + blue bike) in a way that has context and meaning. 

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6 lecciones pregrabadas
6 semanas de apoyo docente
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1 año de acceso al contenido

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