11:00ч. - 13:00ч. (2ч) / 4 седмици
MindHub Благоевград - ул. "Антим Първи" 13, Благоевград
In this module students are introduced to the concept of events in programming. Having an event in the algorithm allows us to carry out various actions such as controlling sprites in games or robots. Students learn how robots can communicate with each other or with software sprites.
In this lesson students are introduced to the concept of events in programming. There are actions that we call events in programming, which cause other actions to take place in the program. The event may be cause by the user through pressing a button, a mouse click, etc. It could also be the result of the actions in the program itself.
In this lesson students expand their knowledge by building various programs that include constructs with events. Students learn how to activate a number of instructions of a part of their program.
The introduction of the concepts initiators and consumers will expand student knowledge on events in programming. In this lesson students familiarize themselves with basic concepts and apply them in different programs to achieve an expected result.
In this lesson students revise what they have learnt so far and prepare a final project.