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Code Crafter 1: Beginner - Students Book and Workbook: Learn how to create computer programs for videogames, animations and robotics projects using ... 7 -14 years. Updated for Scratch version 3.0

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Learn how to create computer programs for videogames, animations and robotics projects using Scratch. Ages 7 -14 years. Updated for Scratch version 3.0

Aprender crear programas de ordenadores para videojuegos, animaciones y proyectos de robótica en inglés usando Scratch. Edades 7 a 14 años. Actualizado para Scratch versión 3.0

What’s in this book?

Full lessons with detailed instructions and explanations

Workbook Activities and Exercises to solidify learning

Coding Challenges to test skills and practise creativity

This book can be used as... A fun and engaging way to teach programming concepts and techniques to students aged 7-14. Complete course material for a full, year-long extracurricular programming and robotics class. Extra material for teachers who wish to introduce coding and robotics to their pupils. A way for imaginative, future engineers to become familiar with real life programming and robotics terminology and concepts from an early age. A fun home study guide for young learners to start programming and to develop important logical and problem-solving skills while practising creativity. Introduction The material in this textbook is aimed at young students aged from 7 to 14 years. The material may be used to teach programming and robotics concepts to students in either a normal classroom environment or in an extra-curricular program. The programming language used is Scratch. Scratch is a programming language and online community where you can create your own interactive stories, games, and animations -- and share your creations with others around the world. In the process of designing and programming Scratch projects, young people learn to think creatively, reason systematically, and work collaboratively. Scratch is a project of the Lifelong Kindergarten group at the MIT Media Lab. It is available for free at How to use this book For students… As a student of programming and robotics you should follow the instructions in this book carefully in order to complete the lessons. You are going to learn how to write code. When you know how to write code, you can create many fun and interesting games and build and program really cool robotics projects. Throughout each lesson you will see a helper robot. His job is to help you learn how to code. He explains what our computer program does and helps you complete code-building exercises.You will also see many checkpoints. A checkpoint tells you how to check the work you have done. It’s important that you perform each check before continuing to the next step. Learning how and when to check your work will keep you from getting lost and help you fix mistakes faster. As you learn more things, feel free to experiment. Be creative! Create your own projects, share ideas with your friends and classmates. Get excited because you are going to learn how to do fantastic things! Good luck and enjoy! For teachers… There are 7 lessons and 4 robotics projects in this book. Each lesson will take a different number of hours to complete. The material in this book will cover an entire school year where class time is approximately 3 – 6 hours a week. At the end of each lesson you will find workbook exercises to check understanding of concepts covered in the lesson. At the beginning of each lesson you will find a table outlining the main learning objectives of each lesson. Robotics Projects 1 – 4: These sections provide a space for students to write a brief description of the project as well as provide sketches, diagrams, flowcharts and coding ideas. For a more in-depth look at how to use this book in your classes as well as extra teaching material such as coding exercises, robotics project ideas and exams, please refer to the teachers’ book ‘Code Crafter 1: Teachers’ Book’.

132 pages, Paperback

Published September 3, 2018

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