While there are tons of web-based tools to learn coding, code.org leads the way for younger students! We will use a series of lesson plans, with increasing levels of complexity. Each lesson plan has a sequence of 5-10 coding exercises. Each child can progress at his/her own pace. Resource page: studio.code.org/s/courseb-2020. Here is a sample agenda:
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MIT Scratch is a GUI based programming environment. While it has a friendly interface that appeals to young children, it has tons of functionality! You can do 2D animations of objects, create cool drawings, make a character sing a tune, develop an interactive game and even narrate a story with images!
Your child loves math? Want to see Math in action? We will work through a series of Math problems in MIT Scratch. This camp is for students who enjoy working with math problems. Concepts: sequence, comparison, place values, multiplication tables, sum of numbers, rounding, transactions, factors, rational numbers, fractions & decimals, time, unit conversions, prime numbers, sorting & searching. Here is the resource ebook for this camp & beyond!
What better way is there for students to learn Computer Science than in the context of their favorite video game? Students get to go beyond just playing Minecraft, they get to program it! They create mods in Minecraft by learning programming concepts and applying them to realize their ideas.
Giving students real choices in the classroom through educational robotics can boost their engagement and motivation, allow them to capitalize on their strengths, and enable them to meet their learning needs. Educational robotics helps students feel a sense of autonomy, capability and relatedness.
To make our camps fun we also engage our learners in 30 minutes of unplugged activity. Each day we plan a new unplugged activity that applies STEAM concepts and materials needed are recyclable items in the house. Details list of the items will be shared in email after registration.
Day 2: Pros and cons of linear regression, Introduction to multilinear regression, its Real-Time Applications, Implementation of multilinear regression in python, Starting with classification algorithms.
Day 3: Pros and cons of regression for classification, Introduction to logistic regression, Implementation of logistic regression in python, Real-Time Applications of logistic regression, Introduction to naive Bayes classifier
Day 4: Implementation of naive Bayes classifier in python, Pros and cons of naive Bayes classifier, Starting with decision trees, Simple implementation of decision trees in python, Pros and cons of decision trees
We recommend everyone to complete a few workshops from our Enjoyable series (specifically Alice and JavaScript) before this workshop. In other words, it will be better if you have already mastered the basic programming concepts and have done some free-form coding. Here are the topics that will be covered:
You have a great idea for mobile app, but do not know how to program in Java/Objective C? No worries. MIT App Inventor enables you to use drag-and-drop programming to put your creative ideas to work and make Android apps. It will be helpful to bring an Android phone to test your apps. While the drag-and-drop mechanism is easy to get used to, you will come across lots of components that need to come together to make a complex mobile application. We encourage Elementary and middle school students to complete Alice camp first.
Arduino is a low-cost open-source MCU platform that can create easily designed electronics and homemade projects ranging from simple models to robots and satellites. With an unlimited spectrum of input and output add-ons like sensors, indicators, displays, motors etc. this hardware is great for hobbyists and engineers to create devices that can interact with the real world. This workshop will not just help the students to use the board but will also enable them to build embedded systems around it.
CoDrone is an
Arduino-based drone kit that will allow students to learn about construction of drones and how to program them to fly. We start with introduction to Arduino IDE and explaining the building blocks on how a drone is constructed and laws that make them fly. Then we build up on using these basic building blocks and program the drone kit to make it fly and reach the sky.
This camp will start with low-level operations in C, such as shifting, then discuss pointers. Embedded-programming concepts such as memory-mapped I/O and interrupts will be covered. There will be a few exercises in C, and a final exercise using the Arduino board and other components.
This camp is all about Game development! You do not need to have programming background to attend this workshop. We will use GameMaker software in this camp. GameMaker enables us to assemble the building blocks and develop professional quality games quickly! After the campers get comfortable with the building blocks & drag-and-drop programming, scripting will be introduced to show a glimpse of advanced level capabilities of GameMaker.
This camp is all about Game development! This workshops assumes that you have some programming experience. We will write code using the built-in scripting language GML to develop the games. We will use GameMaker software in this camp.
We invite all Minecraft fans to come and attend this camp! Begin with some short, simple Python lessons, then use your new skills to modify Minecraft to produce instant and totally awesome results. Learn how to customize Minecraft to make mini-games, duplicate entire buildings, and turn boring blocks into gold. Recommended laptop configuration for Minecraft camp: -minecraft-system-requirements
We will cover the basics of Objective C for couple of days, then we will proceed to cover a few simple iOS applications. Macbook is required for this camp. We recommend you to download and install XCode before coming to the camp. We also recommend you to bring an iOS device, but Apple does provide a built-in iOS simulator to test the most features.
Greenfoot is a combination of a Java IDE that provides a class browser, compilation, interactive execution, single-step execution, a code editor, etc., on one hand and a framework for creating two-dimensional animations, games, and simulations on the other hand (see Greenfoot Home in Resources). Greenfoot is also available free of charge.
Greenfoot is powerful because it allows for the use of the same Java code that an advanced Java programmer would use in a major Java project. Included in that power is the ability to do any or all of the following:
As a matter of clarification, most of the Greenfoot documentation uses the word scenario to describe what might be referred to as a project in other programming environments and IDEs. For purposes of this tutorial, the two terms are interchangeable.
This is an animation scenario involving a stage and an actor. The blue rectangle on the left in Figure 1 is the stage upon which the actors perform. (In this scenario, there is only one actor, which is represented by an image of a spider. Note, however, that there could be many actors in a more complicated scenario.)
This stage is the visual manifestation of an object created from the class named MyWorld shown in the class diagram on the right in Figure 1. The spider is the visual manifestation of an object created from the class named MyActor shown in the class diagram on the right.
A little later, I will show you the Java code that produces the behavior that I am about to describe. This scenario is designed to animate the spider and cause it to move diagonally down and to the right across the stage toward the lower right corner.
At the bottom of Figure 1, you see a button labeled Act and another button labeled Run. Each time the button labeled Act is clicked, the spider will move one step to the right and one step down. (I will explain what I mean by one step later.) If the button labeled Run is clicked, the spider will move in incremental steps toward the lower right corner. The effect of clicking the Run button is the same as if someone were to repeatedly click the Act button. When the spider reaches the lower right boundary of the stage, it will stop.
The classes named World and Actor are part of the Greenfoot IDE and are always there when you create a new scenario. Their purpose is to make it easy to write animation, game, and simulation scenarios in addition to more general-purpose Java programs. A custom API is also included with the IDE to support that purpose.
Assume that she draws additional plans that refer to everything in theWorld plans and supplements that information with information that is peculiar to your house, such as the types of appliances, the types of bathroom fixtures, the floor coverings, etc. She names the second set of plans MyWorld, and they also become part of the plans for your new house. In effect, the second set of plans has extended the original set of plans and the overall plans for your house include both World and MyWorld.
The architect delivers the two sets of plans to you and you deliver them to the construction contractor who uses them to build your new house. Your new house will have characteristics that are common to all of the houses in the development and will also have characteristics that are peculiar to your individual house.
This is a fairly good analogy to the concept of classes, inheritance, and objects in Java. The two sets of construction plans are analogous to the two classes shown by the two upper boxes in the class diagram in Figure 1. The completed house is analogous to an object that is constructed from those two classes (the stage in this case). The Java code constructs an object from the plans (class) named MyWorld, and the characteristics defined the plans (class) named World are included in the object through inheritance.
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