This document provides a comparison of over 50 coding tools for learning programming. It lists tools categorized by those for learning visual blocks, hands-on hardware, and formal coding languages. For each tool, it provides information on required math prerequisites, preparation time, and price. Many of the tools are free to use, including Scratch, Code Combat, Codecademy, and Khan Academy for learning formal languages as well as tools like Kodable, BotLogic and CargoBot for visual blocks. Hands-on tools like Arduino, Lego Mindstorms and Sphero require additional hardware and have higher prices but provide interactive experiences. The document serves as a useful starting point for finding coding tools suitable for different ages,
This document discusses the history and evolution of the One Laptop per Child initiative, which aimed to provide affordable laptop computers to children worldwide beginning in 2005. It describes the original vision for the program, challenges faced, and how the software and technologies used in the laptops shifted over time from the Sugar operating system to a greater focus on JavaScript and web-based applications that could be more easily updated and accessed across different devices. It also explores potential paths forward for using such devices to introduce children to coding and making computing resources more widely available for education.
This document outlines a workshop on coding and computational thinking for teens and tweens held by the ILEAD USA-Wisconsin team. The team's goals are to raise awareness of coding, provide access to tools and resources, and facilitate connections. The workshop discusses why coding is important, beneficial, and relevant skills for the future. It also provides examples of coding programs at different libraries and discusses how to talk about coding with different audiences. Hands-on activities and discussion topics are included to get participants engaged with coding concepts.
This document discusses introducing coding concepts and skills to students. It provides explanations of key coding terms like programs, algorithms, and debugging. It also presents several coding applications that can be used with students, including Daisy Dino, Hopscotch, Tynker, and Scratch. These applications allow students to write code by dragging and dropping blocks or giving commands to solve problems. The document provides examples of how teachers can present coding concepts and have students engage in coding activities, and suggests that coding can be integrated into other lessons to help students develop additional skills like reading, writing, and problem solving.
The document provides tips and resources for teaching kids to code. It discusses several coding platforms including Hour of Code, Alice, Scratch, Ozobot, and LearnToMod. For each, it provides a brief description and highlights features. It emphasizes finding activities tied to subjects kids find interesting, letting them work at their own pace, and providing positive feedback. Overall, the document aims to introduce parents to different options for introducing coding to children in a fun and engaging way.
This document provides guidance and resources for libraries interested in starting coding programs. It discusses pre-planning steps like understanding community needs and library capabilities. Various program formats, technologies, and potential instructors are outlined. Case studies of successful library coding programs are also presented. The goal is to show libraries the possibilities and provide everything they need to get started.
This document provides a comparison of over 50 coding tools for learning programming. It lists tools categorized by those for learning visual blocks, hands-on hardware, and formal coding languages. For each tool, it provides information on required math prerequisites, preparation time, and price. Many of the tools are free to use, including Scratch, Code Combat, Codecademy, and Khan Academy for learning formal languages as well as tools like Kodable, BotLogic and CargoBot for visual blocks. Hands-on tools like Arduino, Lego Mindstorms and Sphero require additional hardware and have higher prices but provide interactive experiences. The document serves as a useful starting point for finding coding tools suitable for different ages,
This document discusses the history and evolution of the One Laptop per Child initiative, which aimed to provide affordable laptop computers to children worldwide beginning in 2005. It describes the original vision for the program, challenges faced, and how the software and technologies used in the laptops shifted over time from the Sugar operating system to a greater focus on JavaScript and web-based applications that could be more easily updated and accessed across different devices. It also explores potential paths forward for using such devices to introduce children to coding and making computing resources more widely available for education.
This document outlines a workshop on coding and computational thinking for teens and tweens held by the ILEAD USA-Wisconsin team. The team's goals are to raise awareness of coding, provide access to tools and resources, and facilitate connections. The workshop discusses why coding is important, beneficial, and relevant skills for the future. It also provides examples of coding programs at different libraries and discusses how to talk about coding with different audiences. Hands-on activities and discussion topics are included to get participants engaged with coding concepts.
This document discusses introducing coding concepts and skills to students. It provides explanations of key coding terms like programs, algorithms, and debugging. It also presents several coding applications that can be used with students, including Daisy Dino, Hopscotch, Tynker, and Scratch. These applications allow students to write code by dragging and dropping blocks or giving commands to solve problems. The document provides examples of how teachers can present coding concepts and have students engage in coding activities, and suggests that coding can be integrated into other lessons to help students develop additional skills like reading, writing, and problem solving.
The document provides tips and resources for teaching kids to code. It discusses several coding platforms including Hour of Code, Alice, Scratch, Ozobot, and LearnToMod. For each, it provides a brief description and highlights features. It emphasizes finding activities tied to subjects kids find interesting, letting them work at their own pace, and providing positive feedback. Overall, the document aims to introduce parents to different options for introducing coding to children in a fun and engaging way.
This document provides guidance and resources for libraries interested in starting coding programs. It discusses pre-planning steps like understanding community needs and library capabilities. Various program formats, technologies, and potential instructors are outlined. Case studies of successful library coding programs are also presented. The goal is to show libraries the possibilities and provide everything they need to get started.
This document discusses the history and future of computers and coding. It covers how coding has evolved from the first algorithm created by Ada Lovelace to modern day coders being seen as rock stars. The document also explores how coding can be used to create games, websites, robots, and more. It encourages everyone, including children, to learn to code and discusses some tools like Scratch and Arduino that make coding accessible.
This document discusses Teaching Kids Programming (TKP), a global non-profit that provides free, open-source coding curriculum to teach kids ages 10-17 Java and other programming languages. TKP has taught over 4,000 students through 70 trained teachers using a 40-hour Java curriculum that allows students to start coding within 90 seconds. They partner with schools, non-profits, and organizations around the world and provide teaching resources, curriculum, and support to address the lack of computer science education for kids. The goal is to help more young people, especially girls, gain skills in programming and consider careers in technology.
Coding, Robotics and other Emerging TechnologiesDr Peter Carey
This document provides an introduction to emerging technologies and digital tools for education, including coding, robotics, and virtual reality resources. It outlines apps and programs for teaching coding at different grade levels, such as Kodable, Lightbot Jr, and Scratch Jr for younger students, and Scratch and Code.org for older students. It also lists robotic tools like Bee-Bots, Edison Robots, Sphero balls, and Lego Mindstorms kits. Contact details are provided for professional learning opportunities in these areas through organizations like Scitech and Standout Education.
What I Learned While Teaching Kids at Flying Robot School - YOW! Night August...Daryl Wilding-McBride
Kids at country schools face more barriers to further education after secondary school than their city counterparts. Of those kids continuing after secondary school, fewer are choosing STEM streams, and too few of them are girls.
To make an impact on this issue, in 2014 Pete Cohen, Paula Ngov, and I founded Flying Robot School (FRS). FRS teaches rural kids the theory, flying, and coding of drones to solve real-world problems.
In this talk I will tell the story of what happened when we took drones to schools, and what we have learned. I’ll explain how the kids have benefited and how benefits also flowed to our employers, sponsors, and ourselves.
FRS is how we wanted to tackle a social issue that concerned us, but there are many great ways to make a social impact with your tech skills. This talk will offer some ways to think about the types of impact your skills can make, how to apply them for maximum effect, and why the benefits outweigh the effort.
Chau Au presents on her experience volunteering as a Code Club facilitator at the local library. She discusses how she got involved in Code Club and shares details about running coding clubs for children over multiple terms, including the types of projects and curriculum used, resources available, and the types and number of students. She also provides case studies of three students who demonstrated growth in confidence, independence, and problem-solving over the terms. Overall, the presentation emphasizes the benefits of coding for children and provides recommendations for others interested in starting coding clubs.
Presentation from Goran Velkoski & Ivana Nizamovska on SkopjeTechMeetup 7.
Every child should have the opportunity to learn computer science. It helps nurture problem-solving skills, logic and creativity. By starting early, kids will have the capability to shape the future. This are the main reasons why Goran and Ivana decided to organize “Kids can Code”, an introduction to computer science designed for 7-9 year olds to discover coding and show them that anybody can learn the basics.
The document provides information on Java OOP concepts including objects, classes, inheritance, polymorphism, abstraction, and encapsulation. It defines objects as entities with state and behavior, and classes as collections of objects. Inheritance allows objects to acquire properties of parent objects. Polymorphism allows one task to be performed in different ways. Abstraction hides internal details and shows functionality, while encapsulation binds code and data together into a single unit.
Uploaded here for the students in my digital communications and online PR workshops
Original document here http://www.mindshareworld.com/sites/default/files/Mindshare%20Trends%202017.pdf
The document discusses creating a makerspace in an elementary school library to promote STEAM skills. It provides tips for setting up a makerspace, including choosing low-tech or high-tech materials. Funding options are grant writing, donations, and repurposing unused materials. Effective management of a makerspace involves scheduling times for classes, group sizes, and having students clean up. The goals are to teach problem-solving, collaboration, and exploring interests through hands-on creation and projects.
Scotland's only conference devoted to ITSM (IT Service Management) attended by over 150 IT professionals. This event was held 25th October 2016, Edinburgh.
The webinar gave participants an exploration into how to use and incorporate coding activities in everyday learning as well as identifying web 2.0 tools and apps to support engaging students in coding activities across the school. The session also provided practical examples of how to implement coding activities and highlighted the value of coding in relation to curriculum needs.
Att.: new name and contact data: Dreammachine, www.dreammachine.be, gerda@dreammachine.be, +32 (0) 479 98 26 34.
Presentation given by Gerda Van Damme (Dreammachine Kids) at the Kids & Family Marketing Congress, organized by Dreammachine Kids in Brussels, September 2016.
SlideShare is a global platform for sharing presentations, infographics, videos and documents. It has over 18 million pieces of professional content uploaded by experts like Eric Schmidt and Guy Kawasaki. The document provides tips for setting up an account on SlideShare, uploading content, optimizing it for searchability, and sharing it on social media to build an audience and reputation as a subject matter expert.
This document discusses the history and future of computers and coding. It covers how coding has evolved from the first algorithm created by Ada Lovelace to modern day coders being seen as rock stars. The document also explores how coding can be used to create games, websites, robots, and more. It encourages everyone, including children, to learn to code and discusses some tools like Scratch and Arduino that make coding accessible.
This document discusses Teaching Kids Programming (TKP), a global non-profit that provides free, open-source coding curriculum to teach kids ages 10-17 Java and other programming languages. TKP has taught over 4,000 students through 70 trained teachers using a 40-hour Java curriculum that allows students to start coding within 90 seconds. They partner with schools, non-profits, and organizations around the world and provide teaching resources, curriculum, and support to address the lack of computer science education for kids. The goal is to help more young people, especially girls, gain skills in programming and consider careers in technology.
Coding, Robotics and other Emerging TechnologiesDr Peter Carey
This document provides an introduction to emerging technologies and digital tools for education, including coding, robotics, and virtual reality resources. It outlines apps and programs for teaching coding at different grade levels, such as Kodable, Lightbot Jr, and Scratch Jr for younger students, and Scratch and Code.org for older students. It also lists robotic tools like Bee-Bots, Edison Robots, Sphero balls, and Lego Mindstorms kits. Contact details are provided for professional learning opportunities in these areas through organizations like Scitech and Standout Education.
What I Learned While Teaching Kids at Flying Robot School - YOW! Night August...Daryl Wilding-McBride
Kids at country schools face more barriers to further education after secondary school than their city counterparts. Of those kids continuing after secondary school, fewer are choosing STEM streams, and too few of them are girls.
To make an impact on this issue, in 2014 Pete Cohen, Paula Ngov, and I founded Flying Robot School (FRS). FRS teaches rural kids the theory, flying, and coding of drones to solve real-world problems.
In this talk I will tell the story of what happened when we took drones to schools, and what we have learned. I’ll explain how the kids have benefited and how benefits also flowed to our employers, sponsors, and ourselves.
FRS is how we wanted to tackle a social issue that concerned us, but there are many great ways to make a social impact with your tech skills. This talk will offer some ways to think about the types of impact your skills can make, how to apply them for maximum effect, and why the benefits outweigh the effort.
Chau Au presents on her experience volunteering as a Code Club facilitator at the local library. She discusses how she got involved in Code Club and shares details about running coding clubs for children over multiple terms, including the types of projects and curriculum used, resources available, and the types and number of students. She also provides case studies of three students who demonstrated growth in confidence, independence, and problem-solving over the terms. Overall, the presentation emphasizes the benefits of coding for children and provides recommendations for others interested in starting coding clubs.
Presentation from Goran Velkoski & Ivana Nizamovska on SkopjeTechMeetup 7.
Every child should have the opportunity to learn computer science. It helps nurture problem-solving skills, logic and creativity. By starting early, kids will have the capability to shape the future. This are the main reasons why Goran and Ivana decided to organize “Kids can Code”, an introduction to computer science designed for 7-9 year olds to discover coding and show them that anybody can learn the basics.
The document provides information on Java OOP concepts including objects, classes, inheritance, polymorphism, abstraction, and encapsulation. It defines objects as entities with state and behavior, and classes as collections of objects. Inheritance allows objects to acquire properties of parent objects. Polymorphism allows one task to be performed in different ways. Abstraction hides internal details and shows functionality, while encapsulation binds code and data together into a single unit.
Uploaded here for the students in my digital communications and online PR workshops
Original document here http://www.mindshareworld.com/sites/default/files/Mindshare%20Trends%202017.pdf
The document discusses creating a makerspace in an elementary school library to promote STEAM skills. It provides tips for setting up a makerspace, including choosing low-tech or high-tech materials. Funding options are grant writing, donations, and repurposing unused materials. Effective management of a makerspace involves scheduling times for classes, group sizes, and having students clean up. The goals are to teach problem-solving, collaboration, and exploring interests through hands-on creation and projects.
Scotland's only conference devoted to ITSM (IT Service Management) attended by over 150 IT professionals. This event was held 25th October 2016, Edinburgh.
The webinar gave participants an exploration into how to use and incorporate coding activities in everyday learning as well as identifying web 2.0 tools and apps to support engaging students in coding activities across the school. The session also provided practical examples of how to implement coding activities and highlighted the value of coding in relation to curriculum needs.
Att.: new name and contact data: Dreammachine, www.dreammachine.be, gerda@dreammachine.be, +32 (0) 479 98 26 34.
Presentation given by Gerda Van Damme (Dreammachine Kids) at the Kids & Family Marketing Congress, organized by Dreammachine Kids in Brussels, September 2016.
SlideShare is a global platform for sharing presentations, infographics, videos and documents. It has over 18 million pieces of professional content uploaded by experts like Eric Schmidt and Guy Kawasaki. The document provides tips for setting up an account on SlideShare, uploading content, optimizing it for searchability, and sharing it on social media to build an audience and reputation as a subject matter expert.
2. Equipments
iPad dan beberapa blok, untuk anak usia 5-
12 tahun.
Platform: Osmo Platform
3. Concept
Osmo Coding mengajarkan
anak-anak melalui video
game, di mana pemain
harus menggunakan balok
untuk mengendalikan
karakter mereka di layar.
Balok-balok tersebut akan
memungkinkan karakter
untuk bergerak, melompat,
dan mengambil sesuatu.
4. Concept
Pada saat yang sama
juga, pemain dapat
menambahkan variabel
seperti angka, loop,
berjalan tiga langkah,
belok kanan, dan
seterusnya.
Ketika mereka telah
selesai membuat
algoritma dan
menambahkan variabel,
maka hanya perlu
menekan tombol run
untuk menjalankan
script.
Harga $75 atau 928
IDR.
5.
6. What it is actually about
Multimedia : Audio, Image, interactive
character & interactive blocks.
Programming : the way Osmo develop the
osmo coding.
Sources :
http://www.beritateknologi.com/osmo-coding-
bisa-ajarkan-anak-membuat-program-dengan-
menggunakan-balok/
http://venturebeat.com/2016/05/25/osmo-
coding-teaches-kids-to-program-using-blocks-
and-an-ipad/