Lecturer(s)
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Course content
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Introduction to the possibilities and techniques of educational programming environments. Specific features and requirements of different educational programming environments. Programming possibilities in educational programming environments. Possibility of interfacing the educational programming environment and other HW. Fundamentals of working with an educational programming environment. The use of loops in an educational programming environment. Creating custom blocks in the educational programming environment. Using conditions in the educational programming environment. Using keyboard and mouse inputs in a tutorial programming environment. Interaction of objects in a tutorial programming environment. Working with coordinates in a tutorial programming environment. Working with variables in a tutorial programming environment. Designing and implementing your own project using a tutorial programming environment.
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Learning activities and teaching methods
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- Contact hours
- 26 hours per semester
- Team project (50/number of students)
- 55 hours per semester
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prerequisite |
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Knowledge |
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use the knowledge gained from the subject KVD/PGM1P. knowledge of basic programming constructs such as variable, cycle, condition. |
Skills |
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algorithmize the given problem. determine the degree of decomposition required for the processing of its task by the selected processing client. determine the appropriate and adequate means of solving the problem. process or create basic graphic material. |
Competences |
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He plans and organises his own learning and work activities. Weighs up the possible pros and cons of different options, including an assessment of their risks and consequences. |
learning outcomes |
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Knowledge |
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orient yourself in different learning programming environments. |
awareness of the appropriateness of using educational programming environments, but also their limits. |
Skills |
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create complex programs in a learning programming environment. choose a suitable learning programming environment with regard to the requirements of his project. |
Competences |
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The student makes independent and responsible decisions on the basis of a framework assignment in a context that is only partially known. The student independently acquires further professional knowledge, skills and competences based mainly on practical experience and its evaluation, but also by independent study of theoretical knowledge of the field. |
N/A |
teaching methods |
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Knowledge |
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Seminar |
Lecture with visual aids |
One-to-One tutorial |
Discussion |
Self-study of literature |
Skills |
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Seminar |
Practicum |
Lecture supplemented with a discussion |
E-learning |
Discussion |
Competences |
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Seminar |
Lecture supplemented with a discussion |
One-to-One tutorial |
Collaborative instruction |
Practicum |
assessment methods |
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Knowledge |
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Project |
Continuous assessment |
Group presentation at a seminar |
Skills demonstration during practicum |
Skills |
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Project |
Continuous assessment |
Group presentation at a seminar |
Skills demonstration during practicum |
Competences |
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Skills demonstration during practicum |
Recommended literature
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PRAYAGA, L. Android App inventor for the absolute beginner.. Boston, MA: Cengage Learning, 2013. ISBN 978-1-285-73333-3.
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