Duration
2 Years
Price
35,00 € 31 € / Monthly
10% off
Projects
12 Projects
During this training, 12 real projects will be developed.
About the course
This two‑year program (ages 10–12) combines Scratch’s block‑based coding with the BBC Micro:bit’s hands‑on computing to guide students from playful animations and LED displays through interactive games, data‑driven projects, and simple AI experiments. They’ll master events, loops, variables, operators, lists, and custom blocks to build quizzes, mazes, music games, and sensor‑powered stories, then apply game‑design principles in guided labs. In the final term, each learner plans, prototypes, and presents an original capstone project that unites software, hardware, and creativity in a celebratory showcase.
Lessons
Learn the basics of programming through Scratch. Understand sprites, costumes, stages, and simple animations. Introduce Micro:bit by displaying your name with LED lights.
Dive into interactivity using Scratch events like key presses and sprite clicks. Explore loops in both Scratch and Micro:bit. Build fun projects like a bouncing ball and a spinner.
Modular magic. Explore Scratch extensions like pen, text-to-speech, and Micro:bit to unlock more features and hardware integrations. Create interactive stories, music games, and animations synced with Micro:bit.
Make your code smarter with if-then logic in Scratch and Micro:bit. Create mazes, quizzes, and interactive games that respond to tilts and button inputs.
Track scores and time! Learn how to use variables to count button presses and build scorebased games using timers.
Add logic to your games. Use math and comparison operators. Simulate dice, and build a Rock-Paper-Scissors game that reacts to shaking.
Organize your data. Create lists in Scratch and build Micro:bit menus with buttons. Make quizzes and a weather tracker using lists.
Write your own commands! Use “My Blocks” in Scratch and repeat logic in Micro:bit. Design cleaner, reusable code for bigger projects. Learn how to use broadcast to trigger actions across multiple sprites.
Start exploring AI. Learn what AI is in simple terms. Using the Face Sensing blocks in Scratch Lab to create games, interactive stories, and accessible projects.
Become a game designer. Learn core game elements like rules, scoring, and levels. Design, test, and refine your very own games.
Build real projects step by step. Create real games with a focus on logic and gameplay, combining sensors, variables, and AI.
Your time to shine! Plan, design, and build your own original project. Test it, refine it, and present it to your class in a final showcase celebration!
Goal: Students become familiar with the Tinkercad environment and learn to use basic shapes to create 3D objects.
- Introduction to Tinkercad, navigating the 3D space.
- Basic shapes (box, cylinder, sphere, cone, etc.).
- Moving, rotating, and scaling – building a simple figure (house, car).
- Aligning and grouping – creating a more complex object (simple robot).
Goal: Improve design accuracy, add more details, and think about functionality.
Using accurate dimensions and measurements.
Designs with functional sections.
Adding labels and text in designs.
Creating a design that can be used in a programmable device.
Goal: Introduce coding logic – what could your object do if it were programmable?
- Introduction to “Codeblocks” in Tinkercad.
- Using blocks to build 3D objects (through code).
- Comparison: creating an object manually vs through code.
- Small projects: build a pyramid, bridge, or castle using code.
Goal: Understand programming concepts like loops, conditions, and repetitions.
- Loops and repeats.
- Displaying objects in different positions using code.
- Simple functions and parameters.
- Concept of building a simple machine or robot.
Goal: Get familiar with electronic components and basic circuits.
- Introduction to “Circuits” – LED, resistor, breadboard.
- Lighting an LED with a button.
- Using sensors (light sensor, temperature sensor).
- Using Arduino to light an LED through code.
Goal: Combine all learned skills – design, coding, and circuits.
- Final project planning.
- Working on the 3D design of the project.
- Adding circuits and programming.
- Project presentations.
Goal: Introduce students to the App Inventor platform, its environment, and basic user interface components.
Introduction to the App Inventor platform and interface
Creating accounts and accessing the development environment
Using basic components: buttons, labels, text-to-speech
Understanding event-driven programming (e.g., button clicks, screen touches)
Using sensors such as motion detection
Organizing elements using layout components
General review and hands-on repetition
Goal: Develop programming logic through the use of variables, user interaction, and visual components.
Creating and using variables for storing data
Incrementing, decrementing, and updating values
Designing simple interactive apps with input and output
Drawing and interaction using touch-based canvas
Building simple games or interactive visuals
Review and enhancement of logic concepts
Goal: Introduce structured data and create multi-screen apps with organized logic.
Using lists to store and retrieve multiple pieces of data
Implementing list-based choices and display
Navigating between multiple screens within an app
Defining and reusing code blocks through procedures
Combining components for structured and organized applications
Practice and repetition with structured design
Goal: Introduce local storage methods, extensions, and design of practical, task-oriented apps.
Saving and retrieving data using local databases
Introduction to extensions for additional functionality
Creating apps with structured input, management, and user feedback
Building apps that support everyday tasks or small organizational needs
Using logic and storage to simulate real-life applications
Review and debugging practice
Goal: Encourage creativity through visual tools, timed interactions, and an introduction to artificial intelligence concepts.
Drawing using touch and visual interaction
Working with timers and clocks to schedule actions
Designing responsive apps that react over time
Introduction to AI concepts and ethics in technology
Using audio, sensors, and timed events creatively
Final review and project brainstorming
Goal: Guide students through the development of an original app that incorporates everything they’ve learned.
Planning a complete app: defining purpose, layout, and structure
Step-by-step development of features and user experience
Testing and refining for functionality and clarity
Preparing a presentation to explain the app’s goal and logic
Sharing the final app and receiving feedback
Instructor
Egzona Pantina is a passionate educator and tech enthusiast who brings Scratch and Micro:bit to life in her classroom. With years of experience guiding young learners through creative coding, sensor projects, and interactive game design, she inspires students to explore, invent, and showcase their own digital creations.
Instructor
Pëllumb Rashica is a seasoned full‑stack developer and mentor who bridges code and creativity. Drawing on his background leading software teams, he empowers students to tackle logic challenges, build reusable functions, and integrate hardware with confidence—turning ideas into polished, interactive projects.
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