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Algorithmics Course Plans

The document outlines course plans for various programming courses offered by Algorithmics, ranging from introductory courses for 5-7 year olds called "The Coding Knight" to more advanced courses in Python for older age groups. Each course is broken down into modules that cover topics like linear algorithms, loops, Scratch Jr. commands, events, and animation. The modules describe educational outcomes, topics covered, and content included to teach the material in each course.
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© © All Rights Reserved
Available Formats
Download as PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
151 views

Algorithmics Course Plans

The document outlines course plans for various programming courses offered by Algorithmics, ranging from introductory courses for 5-7 year olds called "The Coding Knight" to more advanced courses in Python for older age groups. Each course is broken down into modules that cover topics like linear algorithms, loops, Scratch Jr. commands, events, and animation. The modules describe educational outcomes, topics covered, and content included to teach the material in each course.
Copyright
© © All Rights Reserved
Available Formats
Download as PDF, TXT or read online on Scribd
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Algorithmics

Course plans
Algorithmics’ courses
Python Pro
14-17 y.o.

Python
11-13 y.o.

Mars Academy
8-12 y.o.

Digital literacy
7-12 y.o.

The Coding Knight


5-7 y.o.
The coding
knight
Course plan for
The Coding Knight
Number of Topics Educational outcomes Contents
lessons
(acad.
hrs.)

Module 1. Linear algorithms

5 (5) - Executor, algorithm - The children control the executor. - Explanation of the topic, games
- Program, memory unit - They compile and run the on the lesson topic;
- Executing programs program. - Tasks on the platform and in the
- Compiling programs - They read the algorithm. workbook to learn the new
- Linear algorithms - They execute linear algorithms. material.
- They correct errors.

Module 2. Loops

3 (3) -Loops -The children compile loop -explanation of the topic, games on
-Loop algorithms algorithms for the executor to run. the lesson topic;
-Able to "read" and repeat a given -tasks on the platform and in the
loop algorithm. workbook to learn the new material.

4
Number of Topics Educational outcomes Contents
lessons
(acad.
hrs.)

Module 3. Getting to know Scratch Jr. commands for appearance, movement, loops

4(4) - The Scratch Jr. interface - The children run the program. - Explanation of the topic; games on
- Graphics - They orient themselves in the the topic; tasks in the Scratch Jr.
- The "Movement" unit Scratch Jr. interface application (free programming
- Coordinates - They create interactive stages with environment) and in the
- The "Appearance" unit executors. workbook to learn the new
- They program the characters. material;
- They add backdrops and switch - Mini-projects where the module
between them. topics are implemented.
- They create their first
mini-projects.

Module 4. Events. Animation

4(4) - The "Events" unit - The children program messaging. - Explanation of the topic; games on
- Automatic stage changing - They plan a cartoon of multiple the topic; mini-projects in the
- Creating animations stages with automatic switching. Scratch Jr. application with
implementation of the module;
- Work in the workbook to learn the
new material.

5
Number of Topics Educational outcomes Contents
lessons
(acad.
hrs.)

Module 5. Messages

4(4) - Messages and events - They use "messages" in their - Explanation of the topic; games on
- Buttons games and cartoons. the topic; projects in the Scratch
- Character control buttons - They draw control buttons and Jr. application;
program them. - Work in the workbook (the
- They do messages as a children create their first game
simultaneous start for multiple using messages).
objects.

Module 6. Conditional operator. Touching

4(4) - Conditional operator - They use the conditional operator - Explanation of the topic; games on
- Touching in programming. the topic; -projects with the
- They program a game with conditional operator;
character control and touching me-interaction of the executors,
checks. using the example of the “key” to
- They use sophisticated animation open “doors” in games;
and interactives. - Work in the workbooks.

6
Number of Topics Educational outcomes Contents
lessons
(acad.
hrs.)

Module 7. Implementation of game mechanics in a project of the group's choice

4(4) - Selection, planning, and creation - They plan games and interactive - Projects in the Scratch Jr.
of a collective game cartoons on the tablet in the application;
virtual Scratch Jr. environment - Work in the workbook.;
- They present their own and the Examples of project types:
group's projects. - "Cartoon. Using the example of
the book by V. Suteev, 'Three
Kittens'";
- musical instrument;
- interactive/animated card;
- creating a menu;
- a game where you need to catch
items;
- game where you need to dodge
objects;
- a maze/quest with hidden "keys";
- a trivia game.

7
Number of Topics Educational outcomes Contents
lessons
(acad.
hrs.)

Module 8. Implementation of game mechanics in a project of the group's choice

4(4) - Choosing your own project, - They plan quest games and Project example: The "Detectives"
planning, implementation interactive cartoons on tablets in game.
Scratch Jr.
- They present their projects.

8
Digital literacy
Course plan for
Digital literacy
Number of Topics Educational outcomes Contents
lessons
(acad.
hrs.)

Module 1. Basic preparation

3 (6) - Typing on the keyboard Types on the keyboard, controls the The students create presentations of
- Mouse and touchpad control mouse confidently, knows the several slides using information (text
- Computer device purpose of all the main components and pictures that they find on the
- Browsers of a PC, knows how to open a internet) and share them in the
- Presentation Editor browser, knows how to make a query studio on the Algorithmics platform,
using searches, knows how to work they complete tasks on the platform
with the presentation editor: creating and in the workbook to learn and
a new document, working with text consolidate the material
and images, animations. saving
documents to a specific folder;
knows how to log onto the
Algorithmics platform, uploads
documents to the studio

10
Number of Topics Educational outcomes Contents
lessons
(acad.
hrs.)

Module 2. Creating digital content

6 (12) Creative digital tools Able to take photos and videos on a The student creates several items
(photo/video/gif/editors) phone; able to find tools for digital (photos, videos, gifs, comics) and
- Photo/video storage creation, selects free photo/audio adds all their work to the portfolio -
- Rules for using other people's stocks for personal use; performs presentation (7-9) or their own
content basic actions for processing photos in website (10-12), and completes tasks
- Sources of information a photo editor and editing video in a on the platform and in the workbook
video editor; can post content in the to learn and consolidate the material
studio, change/use someone else's
content as a base and identify the
source.

11
Number of Topics Educational outcomes Contents
lessons
(acad.
hrs.)

Module 3. Information search

4 (8) - Searches Enters a query in the browser's The student finds various types of
- Search bar search bar; enters a site address in content on the internet on a given
- Keywords the address bar; explains the topic (the best games of 2019; top
- Information accuracy difference in search results bloggers on YouTube, etc.), makes a
- Phishing and advertising sites depending on keywords; knows that presentation of a few slides and
- Saving information information needs to be treated presents it to classmates, completes
- Project presentation critically and verified; adds pages to tasks on the platform and in the
bookmarks; selects only the workbook to learn and consolidate
necessary information from an array the material.
of text/images; ignores banner ads
and malicious sites when searching
for information; defines the structure
of a presentation and inserts
information in accordance with the
structure; knows how to compile a
presentation on a given topic and tell
classmates about it.

12
Number of Topics Educational outcomes Contents
lessons
(acad.
hrs.)

Module 4. Storytelling (design module)

4 (8) - Script Able to create a story and write a The student thinks up a story, writes
- Creating your own story script for it; can create a simple site a script for it, creates the story from
- Defending your project using a tilde, adding text, pictures, photos/videos, adds it to their
and graphics on it, building them in a personal presentation/website and
logical sequence; can tell their tells it to classmates, completes tasks
classmates about their story. on the platform and in the workbook
to learn and consolidate the material

Module 5. Infographic

7-9: 4 (8) - Diagrams Stores data in a table; The student creates their own study
10-12: 6 (12) - Charts Explains how changes in data lead to on a given topic: conducts a survey,
- Tables changes in diagrams; adds text, analyzes the data obtained, visualizes
- Flow charts tables, lists, charts, and figures to it using infographics (flow charts,
- Arranging text slides and edits them; tables, diagrams) and tells their
- Online tools for infographics interprets diagrams and flow charts; classmates about it, completes tasks
- Surveys transfers text to tables and flow on the platform and in the workbook
charts (and vice versa); visualizes to learn and consolidate the material
information on a presentation slide.

13
Number of Topics Educational outcomes Contents
lessons
(acad.
hrs.)

Module 6. Online communication

4 (8) - Email Able to write/receive messages in Students in the group create an


- Cloud services instant messengers and social appropriate space for
- Collaboration in Google docs networks; does not send spam, does communication in the studio, share
- Communication etiquette not forward personal content to open their work there, and comment on
- Dissemination of personal groups or chats, ignores scammers each other's projects, completes
information and reports suspicious messages to tasks on the platform and in the
- Cyberbullying support services, knows how to workbook to learn and consolidate
protect personal accounts from the material
hacking, and communicates
appropriately on the internet: and
does not engage in cyberbullying

14
Number of Topics Educational outcomes Contents
lessons
(acad.
hrs.)

Module 7. Game creation (optional)

7-9: 2 (4) - Game in Scratch/Python Creates their first game in one of the Students create a game in Scratch or
10-12: 2 (4) proposed programming languages; Python
compiles flow charts and linear
algorithms

Module 8. Project module (optional)

7-9: 5 (10) - Personal projects Project 1 - 2 lessons (only 7-9): The student completes a personal
10-12: 3 (6) Completes a creative project on a task (for example, to congratulate
given topic with the help of the their parents on something) using all
teacher the tools studied during the course
Project 2 - 2 lessons:
Independently carries out a creative
project on a given topic and defends
their work
Project 3 - 1 lesson: independently
chooses a set of digital tools to
accomplish a task and defends their
work

15
Mars
Academy
Course plan for
Mars Academy
Number of Topics Educational outcomes Contents
lessons
(acad.
hrs.)

Module 1. Introduction

5 (10) - Linear algorithm - The students compose linear and - Tasks on the platform,
- Scratch interface loop algorithms, including a few mini-projects in Scratch, and tasks
- Loops programs that start from different in the workbook to learn the
- Starting arrangements events. material;
- Planning - They orient themselves with the - An interactive project in which
- Events platform and Scratch interface elements change their
- They understand the principles of appearance when the program is
an iterative approach to program run by pressing a key or clicking
development. on a character (sprite).
- The changing parameters are set
at the beginning of the program..

17
Number of Topics Educational outcomes Contents
lessons
(acad.
hrs.)

Module 2. Navigating the space

5 (10) - Coordinates and the coordinate - The students solve tasks using the - Tasks on the platform,
plane iterative approach. mini-projects in Scratch, and tasks
- Turns in a certain direction - They understand the principles of in the workbook to learn the
- Turns at a number of degrees program testing and error material;
- Messages correction - A cartoon in which animation is
- They determine and set the implemented with an appearance
position of an object in the space. change and movement and
- They program the interaction of interaction of objects.
objects and transitions between
stages using messages.
- With other students, they discuss
and develop multiple options for
solving the same task.
Settings:
- a difficult task can be solved by
breaking it into a few simple tasks;
- I can create cartoons;
- I'm interested in studying the
world in which I live.

18
Number of Topics Educational outcomes Contents
lessons
(acad.
hrs.)

Module 3. Making a game

6 (12) - Conditions and operator selection - Students develop programs - Tasks on the platform,
Procedures iteratively. mini-projects in Scratch, and tasks
- Controlling characters - When compiling the program, in the workbook to learn the
- Testing and feedback during they test it and correct errors. material;
project development - They plan the game, highlighting - A game in which rule checking is
elements of the game and implemented and there are
determining the sequence of winning and losing situations.
actions to implement it.
- They set the rules of the game and
control the characters.
- They organize the code using
sub-programs.
- They give each other feedback
from the user's point of view.
- They present their projects

Settings:
- a difficult task can be solved by
breaking it into a few simple tasks.

19
Number of Topics Educational outcomes Contents
lessons
(acad.
hrs.)

Module 4. Logic

6 (12) - Logical operators: AND, OR, NOT - The students set the stage area for - Tasks on the platform,
- Loop with a condition the appearance or movement of mini-projects in Scratch, and tasks
- Random numbers an object. in the workbook to learn the
- Ranges and coordinate areas - They analyze the task, offer a few material;
solutions, and set conditions in the - A game created by a group in
best possible way to solve the task. which there are several levels or
- Make a plan, dividing the task into parts.
subtasks.
- They take responsibility and
understand their impact on the
overall result.
- They test the project and modify it
taking into account feedback.
Settings:
- optimally formulated conditions
make code easy to read and use;
- a task can have several correct
answers;
- There are many ways to use
existing knowledge.
20
Number of Topics Educational outcomes Contents
lessons
(acad.
hrs.)

Module 5. Variables

6 (12) - Variables - The students come up with - Tasks on the platform,


- Data types complex rules of the game, mini-projects in Scratch, and tasks
- Score winning situations, and conditions in the workbook to learn the
- Procedures with parameters for the characters. material;
- They create and call variables to - Individual projects using the
store information in. programming tools covered.
- They apply different operations to
different types of data (numbers,
strings, logical expressions)
- They choose the best way to solve
the task and implement it.
- They write code that is
understandable to other people.
- They evaluate the projects of other
students according to the criteria
and give feedback.
- Independently plan and
implement their projects.

21
Python
Course plan for
Python
Number of Topics Educational outcomes Contents
lessons
(acad.
hrs.)

Module 1. Basics of the language

4 (8) - Getting to know the language - The student lists the built-in data - Tasks in the workbook and on the
- Variables. The input() function types (symbol, number). platform to learn the new material.
- Expressions. Data types - The student knows how to - Avatar program. The program
program arithmetic operations. greets the student with a message
- The student can calculate and and asks about their age and
display data using input() and hobbies.
print().
- The student knows how to find an
error in their program.

Settings:
- The student understands that
errors are a learning tool.

23
Number of Topics Educational outcomes Contents
lessons
(acad.
hrs.)

Module 2. Control structures

5 (10) - Conditional operator. Comparing Subjects: - Tasks in the workbook and on the
numbers and strings - The student knows the conditional platform to learn the new material.
- Nested conditional operators operator and the while loop. - The Chat bot program in the
- Loops - The student understands how a console. It welcomes the user,
conditional operator is applied guesses things, works with a
inside a conditional operator (a calculator, and solves quadratic
nested conditional operator) or equations.
inside a loop.
- The student knows the
requirements for arranging code
and follows them (indentation,
colons, comments).
- The student knows that the
iterative approach is phased
development with constant
analysis of the result.
- The student writes the program in
stages (iteratively).

24
Number of Topics Educational outcomes Contents
lessons
(acad.
hrs.)

Module 3. Functions and modules

3 (6) - Creating functions - The student knows how to create - Tasks in the workbook and on the
- Loops and functions a function and use it. platform to learn the new material.
- Creating modules. The random - The student knows that a module - The "Guess the number" game.
module is a program file that can be
linked to another program.
- The student understands the
purpose of the random module
(assigning random numbers).
- The student knows how to link
random and use the randint()
function
Settings:
- The student understands that
when working on a program it is
important to receive feedback.
- The student knows how to modify
a program based on feedback.

25
Number of Topics Educational outcomes Contents
lessons
(acad.
hrs.)

Module 4. The Turtle module

4 (8) - Turtle. Linear algorithms - The student understands that the - Tasks in the workbook and on the
- Turtle. Variables and functions Turtle module is for creating platform to learn the new material.
- Turtle. Loops graphic objects. - The "City" project. A program that
- Turtle. Conditional operator - The student uses the module can create drawings (a pattern of
functions forward(), left(), color(), stars in the sky, building a village,
and others. an image of a robot, etc.). The user
- The student uses the structures enters the city's parameters: the
they studied before with the Turtle numbers of houses and trees,
tools. what the current weather is like,
and the program generates a
Settings: corresponding landscape. Some of
- The student is not afraid to solve the parameters can be set
tasks that they have not randomly or might depend on the
encountered before. user's answers, for example, if their
- The student knows how to present mood is sad, then rain will be
their work generated, or if it’s cheerful, then it
- The student understands that any will be sunny.
routine process can be
automated.

26
Number of Topics Educational outcomes Contents
lessons
(acad.
hrs.)

Module 5. Object-oriented programming

5 (10) - Objects, properties, methods - The student understands what - Tasks in the workbook and on the
- Events and how to process them objects, properties, and methods platform to learn the new material.
- Classes are. - A program that contains buttons
- Inheritance - The student knows how to use and reacts to them being pressed.
ready-made objects in their An arcade game where the object
programs. is the heir to the turtle who walks
- The student understands that around the field to get to the goal.
inheritance (an important
property of OOP) is the ability to
use ready-made properties and
methods while adding their own
to them.
- The student knows how to create
an inheritance class of an existing
class.

27
Number of Topics Educational outcomes Contents
lessons
(acad.
hrs.)

Module 6. Design module

From 4 (8) - The Play library: assigning sprites, - The student understands that Play - The "Maze" training project. A
sprites as physical objects, timer is a simple and powerful tool for program in which a sprite must
- Lists: assigning a list of objects, creating games and applications. bypass obstacle sprites and reach
enumerating the list by index - The student knows how to work the finish line.
with sprites like physical objects. - Projects of your choosing: “Screen
- The student understands how the Pet,” “Slot Machine,” “Ping Pong,”
physics described on Play work. “Fractal,” etc.
- The student knows that a list is a
structure for storing any type of
data.
- The student knows how to work
with list items by index.

Settings:
- The student understands that it is
impossible to remember
everything, so it is important to be
able to use external sources of
information.

28
Python
Pro
Course plan for
Python Pro
Number of Topics Educational outcomes Contents
lessons
(acad.
hrs.)

Module 1. Introduction to Python

5(10) - Getting to know the language - The student lists the built-in data - Tasks on the platform to learn the
- Data types types (symbol, number). material.
- Conditional operator - The student knows how to - Text quest: the student has to
program arithmetic operations. make a text quest containing at
- The student can calculate and least 3 questions. For example, the
display data using input() and program displays “You wake up in
print(). a mysterious room. There are two
- The student knows how to use buttons on the table in front of
variables. you: a blue one and a red one.
- The student knows the conditional What will you do? Enter 1 if you
statement device press the red, 2 if you press the
- The student understands how a blue, 3 if you do nothing.” The user
conditional operator is applied enters their choice and the plot
inside a conditional operator (a develops further depending on
nested conditional operator) the decision the player makes.
30
Number of Topics Educational outcomes Contents
lessons
(acad.
hrs.)

- The student knows how to find an


error in their program.
- The student writes a program
following standard code design
- The student knows that the
iterative approach is phased
development with constant
analysis of the result.
- The student writes the program in
stages (iteratively).

Module 2. Loops and lists

7(14) - The while loop. - Able to create working programs - Tasks on the platform to learn the
- The for loop. Symbols and strings. in python using loops and lists material.
- Lists - The student knows the while and - The "Cipher" project: the students
- Sorting for loops. come up with their own ciphers.
- Algorithm complexity - The student understands that The program can cipher and
loops can be used to automate decipher a message.
any routine process
- The student understands how a
conditional operator is applied
inside a loop.
31
Number of Topics Educational outcomes Contents
lessons
(acad.
hrs.)

- The student understands what


strings are and can use tools to
work with them.
- The student knows what lists are
and knows how to use them in
programs.
- The student knows how to choose
a data structure suitable for the
task based on a condition
- The student learned about sorting
algorithms through calculating
algorithm complexity and graphs.
- The student knows what Big Data
is
- Able to present their own work

32
Number of Topics Educational outcomes Contents
lessons
(acad.
hrs.)

Module 3. Functions and classes

4(8) - Creating functions - The student knows how to create - Tasks on the platform to learn the
- Creating modules. The math, a function and use it. material.
random modules - The student knows that a module - The “Database” project: the
- Methods and objects is a program file that can be creation of a database (of
- Classes linked to another program. students, products, games, etc. to
- The student understands the choose from), formed on the basis
purpose of the random module of classes and their inheritance.
(assigning random numbers).
- The student understands the
purpose of the math module
(mathematical operations).
- The student knows how to link
modules
- The student knows how to create
modules
- The student understands what
objects, properties, and methods
are.

33
Number of Topics Educational outcomes Contents
lessons
(acad.
hrs.)

- The student knows what classes,


class inheritance, and events are,
and they know how to program
this
- The student knows how to use
ready-made objects in their
programs and how to create their
own.
- The student understands that
inheritance (an important
property of OOP) is the ability to
use ready-made properties and
methods while adding their own
to them.
- The student knows how to create
an inheritance class of an existing
class.
- The child knows what a database
is

34
Number of Topics Educational outcomes Contents
lessons
(acad.
hrs.)

Design module

16(32) - PyQT library - Able to develop a user interface Individual and group projects in
- Chat bot using PyQT VSCode, where the students develop
- API - The student can program a chat various user interfaces.
- Working with databases bot
- The student knows what API is
- Able to use someone else's code:
analyze, modify
- Able to argue their position
- Feels confident while interacting
- Able to how to share tasks with
others in a group
- Able to give feedback
- Able to plan projects
- Able to present their own work

35
Thank you for
your attention!

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