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principles of coding
for kids and beginners
αρχές προγραμματισμού
για παιδιά και αρχάριους
Κωνσταντίνος
Μανωλάκης
Χανιά, Μάρτιος 2019
Προγραμματισμός και Δεδομένα
Coding and Data
Binary logic
Δυαδική λογική
Think of “on-off” situations
you can teach to young kids.
Σκεφτείτε «on-off»
καταστάσεις που
μπορείτε να
διδάξετε σε μικρά
παιδιά.
b) Put toast on plate
β) Βάλε το φρυγανισμένο ψωμί στο πιάτο
c) Wait until toast pops up out of toaster
γ) Περίμενε μέχρι το ψωμί να πεταχτεί από τη φρυγανιέρα
Tell a computer / kid
how to make a toast.
Πείτε σ’ ένα κομπιούτερ
/ παιδί πώς να
φρυγανίσει ψωμί.
Give another example of a
task in 5 specific steps that a
computer or a kid can follow.
Δώστε ένα άλλο παράδειγμα μιας
εργασίας σε 5 συγκεκριμένα
βήματα, που ένα κομπιούτερ ή
ένα παιδί μπορεί να ακολουθήσει.
Work in pairs
Εργαστείτε σε ζευγάρια
Λογικά Δεδομένα
Logic Data
George Boole
1815-1864
BOOLEAN CHALLENGE
TRUE = Stand up! FALSE = Sit down!
ΑΛΗΘΕΣ = Σήκω πάνω! ΨΕΥΔΕΣ = Κάτσε κάτω!
1. The robot on the left is blue.
1. Το ρομπότ αριστερά είναι μπλε.
2. The moon is square-shaped.
2. To φεγγάρι έχει τετράγωνο σχήμα.
3. Ducks have three legs.
3. Οι πάπιες έχουν τρία πόδια.
4. 3 is less than 5.
4. To 3 είναι μικρότερο από το 5.
5. Dogs go “Baa”.
5. Τα σκυλιά κάνουν «μπεε».
True or False?
Αληθές ή ψευδές;
Flowchart
Διάγραμμα ροής
Do you like carrots?
Σου αρέσουν τα καρότα;
Yes
Ναι
Do you have big ears?
Έχεις μεγάλα αφτιά;
Νο
Όχι
Yes
Ναι
Do you have for legs?
Έχεις τέσσερα πόδια; You are not a donkey
Δεν είσαι γαϊδούρι
Νο
Όχι
Yes
Ναι
Νο
Όχι
Have you ever said “hee haw”
very loudly? Έχεις ποτέ
χλιμιντρίσει πολύ δυνατά;
Yes
Ναι
Νο
Όχι
Yes
Ναι
You are a donkey
Είσαι γαϊδούρι
Have you ever eaten straw?
Έχεις φάει ποτέ άχυρα;
Νο
Όχι
Why don’t you try making
your own fun flowchart?
Γιατί δεν προσπαθείτε
να φτιάξετε το δικό σας
αστείο διάγραμμα ροής;
Σταθερές
Constants
A constant has a name and a value.
Η σταθερά έχει όνομα και τιμή.
READABLE CODE
ΕΥΑΝΑΓΝΩΣΤΟΣ ΚΩΔΙΚΑΣ
Don’t
Repeat
Yourself
Wastes
Everyone’s
Time
Jump!
Πηδήξτε!
Μεταβλητές
Variables
A variable has a name and a value.
Η μεταβλητή έχει όνομα και τιμή.
print (UserName)
SILLY SENTENCES
ΑΝΟΗΤΕΣ ΠΡΟΤΑΣΕΙΣ
Say “My <FAMILY> <ACTIONS> the <ADJECTIVES> <ANIMALS>”.
Πες <ΟΙΚΟΓΕΝΕΙΑ> μου <ΕΝΕΡΓΕΙΕΣ> <ΕΠΙΘΕΤΑ> <ΖΩΑ>»
Ο
«Η
Το
τον
τη
το
Χρησιμοποιώντας Διατάξεις
Using Arrays
Playing with lists
Παίζοντας με λίστες
1 2 3
A A1 A2 A3
B B1 B2 B3
C C1 C2 C3
FIFO or LIFO order?
Με ποια σειρά;
Look at the situations below. Can you
decide which order you would prefer to
use them in; random, LIFO or FIFO?
Κοίτα τις παρακάτω περιστάσεις.
Μπορείς να αποφασίσεις με ποια σειρά
να τις διαχειριστείς:
τυχαία, LIFO ή FIFO;1. A pile of pancakes.
1. Μια στοίβα από τηγανίτες.
2. A stack of magazines.
2. Ένας σωρός από περιοδικά.
3. Milk carton in the refrigerator.
3. Κουτιά γάλακτος στο ψυγείο.
4. Chocolates in a selection box.
4. Σοκολατάκια σε μια κασετίνα.
5. A line of traffic at a stop sign.
5. Μια σειρά αυτοκίνητα στο «στοπ».
Φτιάχνοντας Εικόνες
Making Images
pixel (72 dpi)
εικονοστοιχείο
224 = 16.777.216
Make a digital picture
Φτιάξε μια ψηφιακή εικόνα
Design your own binary
picture and challenge a friend
to draw it.
Σχεδίασε τη δική σου ψηφιακή
εικόνα και προκάλεσε έναν
φίλο να τη ζωγραφίσει.
23=8 22=4 21=2 20=1
0 0 0 0 0
0 0 0 1 1
0 0 1 0 2
0 0 1 1 3
0 1 0 0 4
0 1 0 1 5
0 1 1 0 6
0 1 1 1 7
1 0 0 0 8
1 0 0 1 9
1 0 1 0 10
1 0 1 1 11
1 1 0 0 12
1 1 0 1 13
1 1 1 0 14
1 1 1 1 15
AN INTRODUCTION TO BINARY
ΕΙΣΑΓΩΓΗ ΣΤΟ ΔΥΑΔΙΚΟ
DECOMPOTITION
ΑΠΟΣΥΝΘΕΣΗ
Making my
Easter Card –
Κατασκευή
πασχαλινής
κάρτας
Cutting and folding
the card – Κόψιμο
και δίπλωμα της
κάρτας
Writing an Easter poem on a
piece of paper – Γράψιμο
πασχαλινού ποιήματος σ’ ένα
κομμάτι χαρτί
Making my Easter Bunny from
cotton wool – Κατασκευή του
πασχαλινού κουνελιού από
βαμβάκι
WHAT IS COMPUTATIONAL THINKING?
TI EINAI H ΥΠΟΛΟΓΙΣΤΙΚΗ ΣΚΕΨΗ;
HUMAN ROBOTS GAME
TO ΠΑΙΧΝΙΔΙ ΤΩΝ ΑΝΘΡΩΠΙΝΩΝ ΡΟΜΠΟΤ

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Principles of coding

  • 1. principles of coding for kids and beginners αρχές προγραμματισμού για παιδιά και αρχάριους Κωνσταντίνος Μανωλάκης Χανιά, Μάρτιος 2019
  • 2. Προγραμματισμός και Δεδομένα Coding and Data Binary logic Δυαδική λογική Think of “on-off” situations you can teach to young kids. Σκεφτείτε «on-off» καταστάσεις που μπορείτε να διδάξετε σε μικρά παιδιά.
  • 3. b) Put toast on plate β) Βάλε το φρυγανισμένο ψωμί στο πιάτο c) Wait until toast pops up out of toaster γ) Περίμενε μέχρι το ψωμί να πεταχτεί από τη φρυγανιέρα Tell a computer / kid how to make a toast. Πείτε σ’ ένα κομπιούτερ / παιδί πώς να φρυγανίσει ψωμί.
  • 4. Give another example of a task in 5 specific steps that a computer or a kid can follow. Δώστε ένα άλλο παράδειγμα μιας εργασίας σε 5 συγκεκριμένα βήματα, που ένα κομπιούτερ ή ένα παιδί μπορεί να ακολουθήσει. Work in pairs Εργαστείτε σε ζευγάρια
  • 5. Λογικά Δεδομένα Logic Data George Boole 1815-1864 BOOLEAN CHALLENGE TRUE = Stand up! FALSE = Sit down! ΑΛΗΘΕΣ = Σήκω πάνω! ΨΕΥΔΕΣ = Κάτσε κάτω! 1. The robot on the left is blue. 1. Το ρομπότ αριστερά είναι μπλε. 2. The moon is square-shaped. 2. To φεγγάρι έχει τετράγωνο σχήμα. 3. Ducks have three legs. 3. Οι πάπιες έχουν τρία πόδια. 4. 3 is less than 5. 4. To 3 είναι μικρότερο από το 5. 5. Dogs go “Baa”. 5. Τα σκυλιά κάνουν «μπεε». True or False? Αληθές ή ψευδές;
  • 6. Flowchart Διάγραμμα ροής Do you like carrots? Σου αρέσουν τα καρότα; Yes Ναι Do you have big ears? Έχεις μεγάλα αφτιά; Νο Όχι Yes Ναι Do you have for legs? Έχεις τέσσερα πόδια; You are not a donkey Δεν είσαι γαϊδούρι Νο Όχι Yes Ναι Νο Όχι Have you ever said “hee haw” very loudly? Έχεις ποτέ χλιμιντρίσει πολύ δυνατά; Yes Ναι Νο Όχι Yes Ναι You are a donkey Είσαι γαϊδούρι Have you ever eaten straw? Έχεις φάει ποτέ άχυρα; Νο Όχι Why don’t you try making your own fun flowchart? Γιατί δεν προσπαθείτε να φτιάξετε το δικό σας αστείο διάγραμμα ροής;
  • 7. Σταθερές Constants A constant has a name and a value. Η σταθερά έχει όνομα και τιμή. READABLE CODE ΕΥΑΝΑΓΝΩΣΤΟΣ ΚΩΔΙΚΑΣ Don’t Repeat Yourself Wastes Everyone’s Time
  • 9. Μεταβλητές Variables A variable has a name and a value. Η μεταβλητή έχει όνομα και τιμή. print (UserName)
  • 10. SILLY SENTENCES ΑΝΟΗΤΕΣ ΠΡΟΤΑΣΕΙΣ Say “My <FAMILY> <ACTIONS> the <ADJECTIVES> <ANIMALS>”. Πες <ΟΙΚΟΓΕΝΕΙΑ> μου <ΕΝΕΡΓΕΙΕΣ> <ΕΠΙΘΕΤΑ> <ΖΩΑ>» Ο «Η Το τον τη το
  • 11. Χρησιμοποιώντας Διατάξεις Using Arrays Playing with lists Παίζοντας με λίστες 1 2 3 A A1 A2 A3 B B1 B2 B3 C C1 C2 C3
  • 12. FIFO or LIFO order? Με ποια σειρά; Look at the situations below. Can you decide which order you would prefer to use them in; random, LIFO or FIFO? Κοίτα τις παρακάτω περιστάσεις. Μπορείς να αποφασίσεις με ποια σειρά να τις διαχειριστείς: τυχαία, LIFO ή FIFO;1. A pile of pancakes. 1. Μια στοίβα από τηγανίτες. 2. A stack of magazines. 2. Ένας σωρός από περιοδικά. 3. Milk carton in the refrigerator. 3. Κουτιά γάλακτος στο ψυγείο. 4. Chocolates in a selection box. 4. Σοκολατάκια σε μια κασετίνα. 5. A line of traffic at a stop sign. 5. Μια σειρά αυτοκίνητα στο «στοπ».
  • 13. Φτιάχνοντας Εικόνες Making Images pixel (72 dpi) εικονοστοιχείο 224 = 16.777.216
  • 14. Make a digital picture Φτιάξε μια ψηφιακή εικόνα Design your own binary picture and challenge a friend to draw it. Σχεδίασε τη δική σου ψηφιακή εικόνα και προκάλεσε έναν φίλο να τη ζωγραφίσει.
  • 15.
  • 16.
  • 17.
  • 18. 23=8 22=4 21=2 20=1 0 0 0 0 0 0 0 0 1 1 0 0 1 0 2 0 0 1 1 3 0 1 0 0 4 0 1 0 1 5 0 1 1 0 6 0 1 1 1 7 1 0 0 0 8 1 0 0 1 9 1 0 1 0 10 1 0 1 1 11 1 1 0 0 12 1 1 0 1 13 1 1 1 0 14 1 1 1 1 15 AN INTRODUCTION TO BINARY ΕΙΣΑΓΩΓΗ ΣΤΟ ΔΥΑΔΙΚΟ
  • 19. DECOMPOTITION ΑΠΟΣΥΝΘΕΣΗ Making my Easter Card – Κατασκευή πασχαλινής κάρτας Cutting and folding the card – Κόψιμο και δίπλωμα της κάρτας Writing an Easter poem on a piece of paper – Γράψιμο πασχαλινού ποιήματος σ’ ένα κομμάτι χαρτί Making my Easter Bunny from cotton wool – Κατασκευή του πασχαλινού κουνελιού από βαμβάκι
  • 20. WHAT IS COMPUTATIONAL THINKING? TI EINAI H ΥΠΟΛΟΓΙΣΤΙΚΗ ΣΚΕΨΗ;
  • 21. HUMAN ROBOTS GAME TO ΠΑΙΧΝΙΔΙ ΤΩΝ ΑΝΘΡΩΠΙΝΩΝ ΡΟΜΠΟΤ

Editor's Notes

  1. Computers are very obedient. They will do exactly what you tell them to do. The instructions you give the are written in code. All kinds of household things have computers in them, and their coding tells them what to do. Cell phones, washing machines, and even some toys use code – in fact, just about everything powered be electricity uses code! What is data? Computer data is information processed or stored by a computer. Data could contain all different kinds of information. It could be words, images, numbers, or sounds. Data has to be organized in a special way so that the computer can understand it. When you write code it is important to tell the computer what data type to expect. That way the computer will be able to process it correctly. If your code is expecting numbers, and you tell it to add “two”, instead of “2”, your code will not work. Computers use a special type of logic known as binary. Binary logic uses two electrical states – on or off. Any data a computer uses has to be converted into binary. The binary number system uses two numbers – 0 and 1. 0 = off, and 1 = on. Why is it called binary? The “bi-” in binary means “two”. “Bi-” is used in several words to do with the number two. “Bicycle” means two wheels.
  2. Get Programming: It is important to give your computer very clear instruction. Computers can’t guess what you mean. The instructions in this slide are meant to tell a computer how to make a toast, but they are all scrambled. Can you sort them into the correct order?
  3. In the 1800s, a man named George Boole developed a great system that all computers use today. He didn’t develop it for computers because they didn’t exist then. Early computer developers realized Boole’s system was perfect, because it simply asked whether something was true or false. For a device that only uses 0 and 1, this was perfect. True or False? When you write code you ask questions. A Boolean data type has only two possible values – true or false. For this reason it is sometimes called a Yes/No data type. Boolean Challenge: Imagine you are a computer. If a statement is true, you must stand up. If it is false, sit down.
  4. When planning how to write code, programmers will often draw a flowchart. The chart gives you a chance to think through your code in a logical way. Try this fun flowchart. Simply answer yes or no and find out if you are actually a donkey!
  5. Data that will never change are known as constants. For instance, the number of seconds in a minute is a constant. A minute will always be 60 seconds. A constant in code has a name, and a value. The name explains what the constant is. In this case the value is 60. Constants are useful. Say we got our values wrong, and there were really 59 seconds in a minute. That’s obviously not true, but let’s imagine! Instead of changing the value everywhere it appears in our code, we hast have to change the constant once, and the new value will appear everywhere it is used! If a constant never changes, how did you change it? It never changes while the program is running. You can change a constant once the program stops. Coding tips: Is your code WET or DRY? DRY stands for “Don’t Repeat Yourself”. Good code is as short as it can be, easy to understand, and doesn’t repeat itself. WET stands for “Write Everything Twice”, “We Enjoy Typing,” or “Wastes Everyone’s Time”! because long, muddled code is hard to read! Readable code: One of the best things about constants is that they make your code more readable. Sometimes code can be a baffling list of numbers and commands, and you can’t remember what they all were and what you were intending to do! Because constants describe what they are, you can scan back through your code and make sense of it more easily.
  6. Imagine you want to program some friends to jump. You could either: go to each one and say “Jump 3 times” or you could write “Jump 3 times” on a blackboard. Which method would be better if you needed to change your value? What about if you had 40 friends? Write the value on the blackboard means you could change your instruction to be “jump the number of times written on the blackboard.”
  7. Data that may need to change is known as a variable. Just like a constant, a variable has both a name and a values. The value can change while the program is running. There are lots of times you might want to use a variable when you code. A variable is a little like a box. You can store data in it. Then you can use the information in your box for later use. Each variable is given a name. When you type the variable’s name into your code it will go get the thing that you put in that box. When you play a computer game, your score is stored as a variable. Each time you get a point, the variable will add 1 to you score total. Get a box and “program” it to be a variable by writing “+1” in the side of the box. Now play this game. Try to throw some scrunched-up balls of paper into the box. Your box will keep score! Each time you hit, your variable goes up by 1. If you miss, your total stays the same! Are variables stored on a computer? No, they are usually temporary unless you save them. Coding tips: A variable’s value doesn’t have to be a number. It can be a string too. For instance, your code could ask for a User’s name. What the User then types in is a variable. You can’t predict what they will type. Call your variable UserName. You can now call up the User’s name any time you need it by typing: print (UserName) string: συμβολοσειρά
  8. Try this variable sentence maker. Get four boxes to hold your variables, a pen and some paper. Label the boxes “family”, “actions”, “adjectives” and “animals”. Write down the following words on the paper: six family members such as sister, brother, granddad six actions such as tickled, sniffed, jumped on six adjectives such as spotty, wobbly, crazy six animals such as elephant, mouse, piglet Put each word in the correct variable box. Run your code: Say “My <FAMILY> <ACTIONS> the <ADJECTIVES> <ANIMALS>” Pick one variable from each box. Read your sentence aloud! “My sister sniffed the spotty piglet”
  9. When writing code you often have to store lists of things. Instead of making a variable of each item, you can store them in an array. An array is like a box with many compartments. Everything in the box has something in common. It may be a list of towns or things you need to take on vacation. Playing with lists: Each item in a list is known as an element. You can add or take away elements any time. Once you have made your list, you can easily refer to anything in it in your code. First, give your array a name. Let’s call our “Robot_Friends”. Then write your list giving each friend a number: Robot_Friends (1) = Bloop Robot_Friends (2) = Sleebot Robot_Friends (3) = Zarkle Robot_Friends (4) = Churtle Now you can call up each individual robot friend by their number. Arrays allow several related values to be kept in one place. All the data in an array must be the same data type. The robots’ names in the array on page 24 are all strings. If you wanted to alse store the year ecah robot was built, you would have to have another array which accepted just integers. These multi-arrays that give information about the same thing are common in programming.
  10. Coding tips: You can place and sort elements in an array in a number of ways. You can place and retrieve an element in any order (random). You can also choose to use them in “First In First Out” order, known as FIFO. Our you can use them in “Last In First Out” order, known as LIFO. LIFO or FIFO? Different situations require different ways of using arrays. Imagine you were making a stack of pancakes. You are most likely to want to sort that array as Last In First Out, because it would be easiest to take the last pancake from the top than one in the middle or bottom of the pile. If you were working at a store checkout, you would want to sort people in line in a First In First Out order.
  11. Coders use data to create images. Images are made up using tiny blocks known as pixels. Images are measured by how many pixels they have and their color depth. Pixels is short for “picture elements”. Screens are also measured in pixels and in dpi or dots per inch. If your screen is 72 dpi, that means that every 1-inch (3 cm) square is made up of a grid 72 pixels high by 72 pixels wide. The higher the dpi, the sharper an image looks. I can’t see any tiny blocks on my screen. Are you sure? Yes, every screen displays images using pixels. Try zooming in really close and you’ll see them! Black, white and rainbow colors: Each color used in an image is stored as a binary number. In a black-and-white image, each pixel is either black or white. The color data is quite simple, you give a value of 0 for white and 1 for black, so you only need to give each pixel one bit of memory. The more bits you assign to a pixel the more colors it can be. Most computers use 24-bit images, with over 16 million possible color per pixel!
  12. Take a sheet of squared paper and draw a grid of 8 rows by 11 columns like the one pictured above. Each square represents a pixel. Each line of binary 1-8 equals one row on your square. Moving along each row, color squares with a 1 black. Leave squares with 0 white. We have done the first row for you. Can you guess what the picture will be? Using more small pixels makes an image look smoother than using fewer large pixels. Design your own: Try to design your own binary picture using squared paper. Then write out your instructions and challenge a friend to dray your image. Were your instructions clear? Dide the get it right?
  13. to persevere: επιμένω