6 - 7 Years
Level 1, Module 4

MindHub - Група 81806

  • Date

    11/05/2019 (Saturday)

  • Durtion

    11:00. - 13:00. (2ч) / 4 седмици

  • Location

    Зала "MindHub - Благоевград" - ул. "Антим Първи" 13, партер Blagoevgrad

  • Price

    90.00 bgn

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.

Topics в Module 4 (Level 1, Module 4)

Introducing events in the program
Тема 1

What is an event?

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.  

Тема 2

Throwing and catching of events

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.  

Тема 3

Initiators and consumers

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.

Тема 4

Preparing a project Junior 9

In this lesson students revise what they have learnt so far and prepare a final project.