Professional Documents
Culture Documents
Academy
9-11
years
old
Why choose
our course?
We develop creativity
When doing their projects, the children learn to formulate
ideas on their own and their teachers encourage the use of
innovative approaches to achieving their goals.
Each child learns at their own pace: teachers are always ready
to help, and the interactive platform is available at school and
at home.
Нумерация // 9 pt
At the end
of the course,
your child will be able
to do the following:
➔ program their own projects of varying complexity
➔ work in a team
3
Everyone will enjoy it!
Нумерация // 9 pt
What will we learn in a year?
➔ basic concepts: objects, loops, conditional operator, ➔ algorithmic and logical thinking
variables
➔ project development from concept to implementation
➔ creating animations: a complex plot, animated characters,
sound and creating dialogs; ➔ teamwork
➔ reading code, identifying errors and knowing how to fix ➔ the basics of astronomy
them
➔ understanding physical phenomena
5
How do the lessons go?
● group lessons twice ➔ we start by discussing the material we learned at the last
or thrice week lesson
➔ we study theory
● lesson duration is
60 minutes ➔ we program on our personal laptops
6
Students
of Algorithmics
Нумерация // 9 pt
Courses offered by the Algorithmics
international programming school
Python Pro
programming
course
13-17 years old
Python Start
programming
course
11-14 years old
Mars
Academy
8-11 years old
Digital Literacy
7-9 years old
The Coding
Knight
6-7 years old
!!! Subject plan. Part 1
Module 1. Module 2. Module 3. Module 4.
Introduction Space Game creation Logic
● Compiling linear and loop ● Problem solving using the ● The iterative approach to ● Analysis: searching for
algorithms, including iterative approach program development: multiple solutions, finding
multiple programs planning, structuring, the best possible
starting from different ● Understanding the testing, and bug fixing conditions for solutions,
events. principles of program drawing up plans, and
testing and bug fixes ● Creating game breaking down tasks into
● Getting to know the architecture: the sequence subtasks
platform interface and ● Object management: of actions for its
Scratch. determining and setting implementation, writing ● Testing and revision based
the positions of objects in the rules of the game and on feedback
● Understanding the space, programming the character controls.
principles of the iterative interaction of objects and ● Distribution of duties and
approach to program transitions between stages areas of responsibility in
development. using messages. the team
!!! Subject plan. Part 2
Module 5. Module 6.
Variables Project module
● Variables: creating and calling variables, storing information ● The ability to find opportunities to use existing knowledge
in them. in a non-traditional situation
● Data: applying different operations to different types of data ● The skill of writing code that is understandable to another
(numbers, strings, boolean expressions) person
● Writing code that is understandable to another person. ● Project activity: project planning and implementation
● Organizing complex game rules, win situations, and ● Principles of providing feedback: evaluating other students’
conditions for characters. projects according to specified criteria and providing
feedback
Reserve a spot
in the group!