Coding - HIGH SCHOOL LEVEL

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Afterschool reporting - 1st Term

The reports below provide an overview of the student’s progress during the first term.

Skills: assessment in five key areas: STEAM, Personal, Social, Digital and Strategic Thinking.
Progress: percentage of challenges overcome during the quarter.
Activities: description of the activities carried out in class and learning objectives.
Achievements: badges earned for exceptional performance

STEAM

Computational Thinking
Problem solving

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Logical-mathematical Intelligence

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Critical Thinking

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Abstract Thinking

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Engineering
Design Thinking

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Prototyping

[gamipress_progress type="bar" from="points" points="30" points_type="prototyping"]

Spatial sense

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Customization

[gamipress_progress type="bar" from="points" points="30" points_type="customization"]

Science
Scientific method

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PERSONAL

Emotional Intelligence
Autonomy

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Personal Skills
Creativity

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SOCIAL

Social competence
Teamwork

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Communication

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DIGITAL

Security
Privacy

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Contents
Management

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STRATEGIC

Structured Thinking
Systemic Thinking

[gamipress_progress type="bar" from="points" points="30" points_type="systemic-thinking"]

Organization
Resource management

[gamipress_progress type="bar" from="points" points="30" points_type="resource-management"]

1st Term

In this first term, we learn to work on some basic aspects about the environment we will use for programming: Minecraft Education Edition. This is a great resource for getting starting in the world of coding, with a set of very creative projects that incorporate concepts of creating and designing video games. Through the construction of a virtual city, a wide variety of logical and coding challenges are overcome, which promote critical thinking, computational thinking, collaboration and communication, among other skills. 

At this level, we have the possibility of programming using MakeCode Builder, an integrated code editor, and the «virtual robot» called Agent that helps us to build following the pre-programmed instructions. We will learn different programming concepts such as flow control. Flow control includes using repetitions or loops, adding, pausing or creating conditions for our program to work.

Our learning objective is during this initial period we lay the foundations of the programming language in order to be able to develop more flexible and creative projects. Our methodology not only seeks to develop our STEAM skills (Science, Technology, Engineering, Art and Maths), but also to promote key interpersonal skills for the future of your children through gamification dynamics.

Igniter Attitude

You have started the course with a very good behavior and a great desire to learn technology!

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Need help?

Don’t worry, in our community Igniters never feel lonely. Tell us about your question or query and we will contact you soon. 

First, we need to know some information about you as a student:

Concept explanations

STEAM Level

The level indicator shows the degree of technological knowledge and experience that a student acquires year after year as they complete extracurricular activities at IGNITE

Computational Thinking

Problem solving
Ability to identify a problem, determine its causes, analize possible solutions and implement the best option effectively.

Logical-mathematical intelligence
Ability to handle numbers, establish logical relationships and patterns and work with abstract elements effectively.

Critical Thinking
Ability to analyze and evaluate the consistency of reasoning.

Abstract Thinking
Human faculty that enables the creation of ideas,  planning solutions and posing situations that help us anticipate possible scenarios.

Engineering

Design Thinking
Innovation methodology that provides solutions analyzing user needs to create a minimum viable prototype that will be improved in successive iterations of testing.

Prototyping
Technique used to materialize ideas and proposal for solutions, in order to obtain an initial version and thus be able to test and evaluate.

Spatial Sense
Ability to understand the disposition of our environment and our relationship with it from sizes , shapes and distances.

Customization
Modify an object or design to suit its user’s preferences or functional needs,  usually by adding components.

Science

Scientific method
Process that establishes relationships between facts to explain how the world works. Observation is used to propose a hypothesis that is then tried to test through experimentation.

Personal

Autonomy
Ability to be independent and according to one’s own decisions without being excessively affected by the environment.

Creativity
Ability to create new ideas or concepts, as well as new associations between ideas and known concepts , wich usually produce original solutions.

Social

Teamwork
People with complementary skills who are commited to common purpose and approach, for wich they hold each other accountable.

Communication
Ability to express their ideas correctly to others, with clarity, empathy and assertiveness. Performance in English is specially valued.

Digital

Privacy (Security)
Correct acces to devices using patterns and passwords.

Management (Content)
Creation and organization of own content respecting copyright.

Strategic

Systemic Thinking
Ability to solve problems within a complex system, taking a perspective that takes into account the whole system and analyzing the interaction of its parts.

Resource Management
Allocation and planning of available resources to accomplish a task as effectively as possible.

Citizenship

Environmental Impact
Generation of environmental impact awareness creating citizen habits and behaviors according the Sustainable Development Goals

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