You are on page 1of 11

Mars

Academy

Immersion in the world


of programming and making
creative projects

9-11
years
old
Why choose
our course?

We program games and cartoons of various complexity


In the process of learning programming, the kids go from
creating simple animations to developing their own multi-level
games in Scratch with plots and soundtracks.

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

➔ create games and cartoons in Scratch

➔ understand basic design principles

➔ apply non-traditional approaches to solving tasks

➔ create projects from idea to public presentation

➔ work in a team

3
Everyone will enjoy it!

➔ Young athletes can create their first sports games and be


able to play them with their friends;

➔ Lego and construction enthusiasts can program their own


interactive helicopter models;

➔ Creative types can make their first animated and musical


masterpieces, expanding their creative potential;

➔ Future scientists will get a great tool for visualizing their


great projects;

➔ Novice programmers will get their first necessary skills for


working with code as well as understanding and mastering
the basic principles of programming.

Нумерация // 9 pt
What will we learn in a year?

Programming: Meta-subject skills:

➔ 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

➔ game development: thinking through mechanics,


scenarios with multiple levels Deepening knowledge of the school curriculum:

➔ reading code, identifying errors and knowing how to fix ➔ the basics of astronomy
them
➔ understanding physical phenomena

➔ new concepts from mathematics

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

● individual approach ➔ we work on projects: individually or as a team


to each child
➔ we do exciting quests and challenges, we solve various
interesting tasks

➔ we review the material at home in our workbooks

6
Students
of Algorithmics

➔ create a portfolio of their own projects

➔ find like-minded peers and friends, exchange ideas, help


one another

➔ participate and win in city and regional hackathons and


programming competitions

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!

You might also like