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Campamento de verano: Introducción a la codificación: sesión grupal en vivo para hermanos y amigos

En este curso de 4 lecciones basado en proyectos, los estudiantes aprenderán a programar utilizando el lenguaje de programación más popular para ingeniería de software, ciencia de datos e IA, y crearán proyectos visuales únicos con la biblioteca de gráficos Turtle.
Usama Puri
Puntuación media:
4.3
Número de reseñas:
(21)
Clase
Jugar

Qué está incluido

4 reuniones en vivo
3 horas 40 minutos horas presenciales

Experiencia de clase

In this project-based course, students will learn to program using Python, the most popular programming language for software engineering, data science, and AI. Our Python lessons teach students programming fundamentals, including the usage of variables, flow controls, functions, and objects, as well as how to use the Turtle library to create graphical designs and interactive games which meet young students' interests.  Learning Python greatly enhances students’ abilities to think critically and programmatically. All lessons are project-based, and each lesson contains one fun guided project that allows students to practice new programming concepts. All students will be asked to apply what they’ve learned to create a final project of their own design which will be presented on the last day of class. There will be some reinforcement quizzes for students to complete after lessons, along with review games that will be played in the final class meetings to ensure students remember material and are prepared to take the next steps in their programming adventures.

Lesson 1 – Introduction to Python with Turtle 
An introduction to what Python is and what makes it a valuable skill to learn, along with the basics of variables, print statements, and user input. We also dive into the basics of turtle graphics.

Project 1 – Turtle Racing Project
Students will use variables, user input, and turtle graphics functions to create a turtle racing drawing program.

Lesson 2 – Operations and Conditional Logic
The students will learn about operations and conditional logic. We introduce boolean values and operations, comparison operations, and conditional statements. Students will compare strings and integers and create branching programs.
Project 2 – Create a Guessing Game, Rock Paper Scissors
Students apply all these new concepts to create a game of their choice with different endings depending on the choices the player makes.

Lesson 3 – Repeating Patterns with Turtle
Students will learn about the float data type, mathematical operations, and loops in python. For-loops and while-loops allow us to repeat parts of our code. New turtle features are introduced to change the background color and drawing speed.
Project 3 – Create Modern art using shapes and designs
Using the turtle module and loops, students will create several colorful spiral patterns and use variables to change the appearance of the patterns.

Lesson 4 – Lists
Students will learn about ordered collections of data called lists, how to add and remove items from lists, how to access and change list items, and how to use lists to organize data.
Project 4 – Hangman Game
Students will create a hangman project that takes inputs from students and check the inputs against the pre stored words

Lesson 5 – Random Numbers and More Turtle Features
More features of Turtle are covered as students continue to develop their skills using the Turtle graphics module. Students will learn how the turtle coordinate system works, how to control multiple turtles at once, how to write text using turtle, and how to change the shape of the turtle. The random module is introduced to generate random integers for the project. 
Project 5 – Turtle race
Students use loops to draw a racetrack and make the turtles move a random number of steps each turn in a race so that the results of the race will be different every time.

Lesson 6 – Functions and modules
A function is a set of statements that can take input, do some specific procedure and produce output. A module is a file containing Python functions and definitions, created to be used in future projects. Students will learn about these concepts and apply them in projects.
Project 6 – Draw a shape 
Students write a function of their own that is capable of drawing a shape with any amount of sides and any size. They can expand on this to include different features, like color, and draw multiple shapes with their function to create a picture.

Lesson 7 – Classes and Objects
Classes and objects are fundamental concepts in python and other object oriented programming languages. Students will learn how to write classes and objects, and why these help us to create more organized code.
Project 7 – School Roster System
Students will create a simple and functional system for keeping track of students and teachers that belong to a school.

Lesson 8 – Designing Programs
Good design is essential when we want to write more complex code. Students learn methods of project planning and how to structure large projects.
Project 8 – Text Adventure
Students create a more advanced version of a text adventure game that includes an interactive map while applying all of the concepts learned in previous lessons.

Lesson 9 – Review
All previously taught concepts are reviewed, with special attention given to topics students wish to apply to their own final projects.

Lesson 10 – Final Project
The students will create their own program applying what they have learned throughout the class. Upon completion, the projects are demonstrated by their creators.

Metas de aprendizaje

Student will improve their understanding of Coding and Game Development
objetivo de aprendizaje

Otros detalles

Orientación para padres
Students at this young age very often need adult assistance using a computer. Since this is a virtual, online class, the teacher is obviously not present in the same room as the learner. The parent/guardian MUST be available during the entire class time to partner with the teacher and assist the learner as needed - setting up devices, logging in to the respective websites, and occasionally assisting learners with solving code puzzles. For classes related to robotics and Arduino, we will used a website called Tinkercad. This website allows us to create simulated circuit board designs and code them using C++. This website also has a variety of sensors that the students can experiment with without any electrical hazards. Please expect to be at your learner’s side (off-camera) for the first 5-10 minutes of class to make sure they understand how to get started. If you see the learner is able to work independently with the teacher’s instructions, feel free to leave the room after 5-10 minutes. Please continue to be available in your home in case the learner needs to ask questions.
Recursos externos
Además del aula de Outschool, esta clase utiliza:
Fuentes
PC (Windows 10) or Mac (macOS 10.13) with at least a 2GHz processor and 2GB of RAM (4GB of RAM is recommended). No iPads and no Chromebooks!!! Broadband internet with at least 1.8Mbps download and 900Kbps upload speeds. Please make sure to remove your firewall if any Webcam - Either external or built-in (many laptops have an integrated camera). Microphone and Speakers - We recommend headphones with an integrated microphone
Se unió el February, 2022
4.3
21reseñas
Perfil
Experiencia y certificaciones del docente
Taught by Usama Puri
I have a bachelor's degree in AI and Machine Learning and am currently working towards my master's degree. I love to teach coding to children and introduce them to the world of programming and logic building. I learned to code at a very early age and the best part about my childhood was to brainstorm and create fun logic games using simple codes and blocks. I wanna give to experience to my students.

Reseñas

Clase grupal
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120 US$

por 4 clases
4x por semana, 1 semana
55 min

Completado por 2 alumnos
Videoconferencias en vivo
Edades: 10-15
1-3 alumnos por clase

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