Kids will dive into learning robotics, programming, sharpen their problem-solving skills, and explore creative coding apps for 3D modelling, graphic design and coding in Minecraft.
Your child will learn in the most advanced, interactive way
1
They will learn how different devices work.
2
They will learn how to build and control Robots.
3
They will learn creating computer games.
Why Parents Choose impact A&C
Our mission is to transform every child from a mere consumer into a creator of IT technologies. Instead of mindlessly using gadgets without benefit, your child will gain skills that can be applied in school, in their chosen profession, or to become a sought-after IT specialist.
Courses that will put your child at the forefront of technology
8 years of international experience across Europe, teaching 86 tech topics
Certified Specialists in delivering engaging & interactive learning sessions with kids
In this module, students will playfully disassemble the internal processes of gadgets and computers. They will learn to differentiate the basic components of a computer and understand their functions.
After completing the module, students will be able to:
Understand the PC file system
Identify the relationship between hardware and software
Type on the keyboard
Soft skills: Teamwork.
Module Plan
Lesson 1. Introduction
Get acquainted with the components of a computer.
Develop proper positioning skills in front of the computer.
Familiarize ourselves with the keyboard and mouse, use them correctly.
Lesson 2. What a Computer Is
Understanding What a Computer Is.
Distinguishing Between Types of Computers.
Identifying and Differentiating Mobile Computers.
Design own computers using a graphic tool - Pixilart.
Lesson 3. Internet and IP address
Getting to know the concept of the internet
Understanding how the internet works.
Getting to know the notion of a router.
Familiarizing ourselves with the term IP address.
Programming Blockly games.
Lesson 4. How a web browser works?
Understanding what a web browser is.
Getting to know the search bar.
Learning how to download a image.
Creating a game in Scratch, using our own images.
Lesson 5. What is a virus?
Understanding the concept of a virus.
Getting familiar with the damage caused by viruses.
Detecting where viruses are found.
Making a game in Scratch, about viruses.
Understanding the concept of loops in programming.
Lesson 6. Programming characters behaviours
Becoming familiar with the concept of Visual Programming.
Defining the terms algorithm, program,programmer, and code.
Creating an account on Scratch.
Studying the basic Scratch’s blocks.
Working on characters (sprites) and learn how to control them.
Lesson 7. What is an application
Getting to know what an application is, what are the types, and the process of writing applications.
Clarifying when an algorithm begins to be implemented.
Creating animation on Scratch.
Lesson 8. Programming conditions
Learning about programming conditions (if-else blocks).
Studying operators and variables in Scratch.
Understanding the concept of an "if-else construct".
Implementing the first scenario in Scratch.
Lesson 9. Scratch loops - repeat and forever
Familiarizing ourselves with the concept of a loop.
Understanding the "forever" loop and how to implement it in practice.
Differentiate between the "repeat" and "repeat until" loops.
Lesson 10. In-game commands
Understanding what does command mean
Studying types of orders
Implementing an in-game command
Lesson 11. Resume and Preparation
Resume of what we study
Preparing for Project Fair
Lesson 12. Project Fair
Module 2. 3D Modeling.
Students will learn to unleash their imagination and, with the help of the web tool Tinkercad, create a 3D model of their own Universe with unique inhabitants. Hard skills:
the ability to work with the Tinkercad platform, create a 3D model for any object.
Soft skills:
developing imagination, limitless volumetric thinking, unleashing creative potential, increasing confidence, and the ability to go from idea to result.
Module Plan
Lesson 1. Tinkercad
Getting introduced to the 3D world.
Learning all the geometric shapes.
Getting acquainted with Tinkercad.
Learning how to work with multiple objects.
Lesson 2. Tinkercad
Reviewing the knowledge we received in the last lesson.
Starting to model a cup.
Learning how to join objects and color them.
Mastering working with multiple objects.
Lesson 3. Tinkercad
Reviewing the knowledge received in the last lesson.
Learning the shortcut key combinations.
Getting to know how to cut objects.
Starting the work on the lesson's project.
Lesson 4. Tinkercad
Familiarizing ourselves with the key terms.
Repeating the quick key combinations.
Learning to control objects using the keyboard arrows.
Starting the work on the lesson's project.
Lesson 5. Tinkercad
Let's recap the previous lesson.
Starting to make a detailed rocket.
Arranging our 3D objects uniformly.
Learning how many degrees are in a circle so we can rotate objects to the required degrees.
Lesson 6. Tinkercad
Let's recap the previous lesson.
Learning new key words.
Starting the work on the lesson's project.
Repeating how to cut objects and join them.
Working with coloring objects and color combinations.
Lesson 7. Tinkercad
Understanding the basic concepts of 3D modeling.
Developing 3D modeling skills by creating characters and objects from the Angry Birds game.
Understanding the process of decorating levels.
Learning the basic principles of 3D modeling: students will learn the basic principles of 3D modeling.
Learning the technique of modeling a rabbit.
Learning how to add textures and colors to give the model a realistic appearance.
Lesson 8. Tinkercad
Understanding the basic concepts of 3D modeling, such as creating and modifying objects.
Understanding the process of designing a house.
Developing 3D modeling skills by creating a house, including interior and exterior elements.
Lesson 9. Tinkercad
Understanding the concept of 3D modeling and the tools needed to create a 3D model.
Using 3D modeling software to create a 3D model.
Applying textures and materials to add color and additional details.
Lesson 10. Tinkercad
Understanding the basic concepts of 3D modeling, such as polygons, vertices, and textures.
Practicing 3D modeling techniques.
Learning how to optimize the model for use in a game or other animation projects.
Lesson 11. Tinkercad
Learning the basic principles of 3D modeling: students will learn the basic principles of 3D modeling.
Creating a 3D model of a bear.
Improving knowledge of art and design: by creating a 3D model of a bear.
Lesson 12. Tinkercad
Module 3. Minecraft.
We learn sequential and loop algorithms using Code.org, Scratch, and Minecraft. Hard skills: Understanding the basic concepts of programming, creating games and animations in the Scratch environment, solving puzzles and challenges using programming in Code.org, and learning various aspects of the Minecraft world. Soft skills:
Developing logical thinking, nurturing imagination, and the ability to generate new ideas, putting ideas into practice using programming knowledge, and teamwork.
Module Plan
Lesson 1
Download and install Tlauncher to play Minecraftfor free.
Download and install Java (if necessary).
Learn the basic settings and control of Minecraft.
Creating a new world in the game, explore it, and build the first houses.
Lesson 2
Studying the characteristics of day and nightin Minecraft.
Getting to know the types of mobs in the game.
Studying what Artificial Intelligence (AI) is.
Drawing a Minecraft hero in the MinecraftSkins editor.
Lesson 3
Reviewing what types of mobs we know.
Learning ways to defend ourselves and attack hostile mobs.
Learning what Health Points and armor are.
Discussing what hunger is in the game and how to satiate it.
Lesson 4
Let's discuss what programming, coding, and encoding mean.
Highlight the differences between visual programming and traditional programming.
Access a special version of the Minecraft game that allows programming.
During the course, students have chosen a theme for the final project. They will present the projects completed throughout the module.
The final project should reflect the personal preferences and knowledge of the student attending the course.
Lesson 5
Discussing what an algorithm is and its areas ofapplication.
Program the robot to perform a specific task.
Come up with a set of commands and create an algorithm for a colleague.
Getting familiar with the Scratch program, its functions, and its important capabilities.
Lesson 6
Recall what an algorithm is.
Let's discuss what a loop is in programming and why to use it.
Let's create a game - maze in the Scratch program, using loop for programmed heroes.
To create our own mazes in Minecraft, and to go through each other's mazes with our classmates.
Lesson 7
Let's discuss what a condition is and what action will fulfill.
Study examples of conditions and how they are represented in Scratch.
Let's create a game in the Scratch program, using conditions for programmed heroes.
Study what TNT is in Minecraft and how it can be used.
Lesson 8
Let's continue to strengthen the concept of algorithm.
We learn what variables are and how to use in Scratch.
Let's find out what a platformer game is and its characteristics.
Create a platformer game in Scratch with Minecraft heroes.
Find out how to win a Skeleton in Minecraft and prepare the weapons with which we will fight the evil mobs.
Lesson 9
Let's define the terms parkour and traceur.
Learn what parkour is and what it entails.
Create your own parkour course in Minecraft by adding floating platforms and obstacles to navigate through.
Lesson 10
Let's define the terms score, hide, and show.
Learn where we use the variable "score" and what it entails.
Create the game Stone Storm in Scratch, adding the Score variable that will calculate the points obtained.
Lesson 11
Learning the definitions of the terms: mechanism, presentation, and project fair.
Finding out what a presentation is and what the purpose of holding a Project Fair is.
Lesson 12
Module 1. Robotics.
In this module, students learn the fundamentals of robotics. Children learn to control and program robots, understand their construction and how they work. Students interact with Dash & Dot - real robots that teach children programming in a playful way.
Robot Programming Understanding how robots function Learning basic programming concepts (loops, iterations, conditions, etc.)
Module Plan
Lesson 1
Becoming familiar with the concept of a robot.
Getting acquainted with the robot Dash.
Familiarization with the concepts: algorithm, program, programmer, code.
Learning how to control the robot.
Lesson 2
Familiarizing ourselves with the concept of algorithm.
Getting to know formation and adaptation of an algorithm.
Studying the concepts of algorithm, program, programmer, and code.
Programming the movement of a robot.
Lesson 3
Getting familiar with loops in programming: for-loop, while-loop.
Studying operators and variables.
Learning the concept of a "for loop".
Lesson 4
Getting familiar with conditions in programming (if-else blocks).
Studying operators and variables.
Learning the concept of an "if-else” statement.
Studying the sensors of the robot.
Lesson 5
Getting acquainted with the Sphero Mini robot.
Rules of usage. Installing the necessary programming applications.
Familiarizing with the Sphero Play app.
Completing practical tasks.
Lesson 6
New Projects with Sphero Mini.
Rules of Usage.
Learning about a Circle.
Understanding the Circumference of a Circle.
Lesson 7
Introduction to basic programming concepts such as algorithms and commands.
Learning how to control the movement of the
Sphero Mini robot using basic commands.
Exercising programming skills.
Lesson 8
Introduction to Sphero Indi and basic control.
Learning the colors used for movement.
Solving challenges.
Lesson 9
Understanding the basic concepts of programming Sphero Indi.
Using the Sphero Edu Jr. application to program Sphero Indi.
Solving the Sumo-bot Challenge.
Lesson 10
Recap of Sphero Mini and Sphero Indi.
Quest - The Treasure Map.
Preparation for Project Fair.
Lesson 11
Recap
Rehearsal for Project Fair
Project Fair - Presentation of Results
Module 2. Design Thinking.
In this course, we learn to program our own projects, games, and computer animations. We take an idea, create a plan for developing the game/application/robots, put it into practice, and present it to others. Hard skills
The ability to work with the Tynker platform, the capability to create project plans and gradually implement them until achieving the final result.
Soft skills:
Developing acting skills and public speaking ability, the capacity to present and defend one's own project, self-confidence, teamwork, and fostering creative and logical thinking.
Module Plan
Lesson 1
Introduce the principles of Design Thinking to the students.
Draw a diagram of the stages of Design Thinking.
Together, solve a quest following the stages of Design Thinking.
Implement the mini-project "Help the Tooth
Lesson 2
Let’s discuss what sequence means in programming.
Let’s register on Tynker.
Solve the puzzles and create two projects in the special instruction block on Tynker.
Create sequences for preparing breakfast in pairs.
Lesson 3
Introduce the students to the types of empathy as a stage of Design Thinking.
Conduct games that develop acting skills.
Organize games that promote the development of empathy.
Lesson 4
Discussing what computational thinking is and how it can be applied in practice.
To examine the stages of computational thinking.
Together, to invent some problems or tasks that require the use of computers for resolution.
Lesson 5
Let's study the steps of creating a character for a game, cartoon, book, etc.
We'll go through each step together and draw sketches of your own heroes.
Draw a simple character in the Tynker graphic editor.
Lesson 6
Introduce students to the concepts of "video game," "runner," and the basic principles of creating a runner-type game.
Conduct a game that develops teamwork skills and team spirit.
Create a "Runner" mini-project by going through all the stages of Design Thinking in the Tynker program.
Review
Rehearsal for Project Fair
Project Fair - Presentation of results
Lesson 7
Let's discuss what a platformer game is.
We'll watch images/videos of the best platformers for computers.
We'll discuss the stages of creating a video game and draw sketches of your own platformers.
Let's create our own platformer game in the Tynker program.
Lesson 8
Organize a game to develop emotional intelligence.
Organize a game to develop creativity.
Introduce the children to the terms "emotion" and "creativity" and discuss the importance of these skills in modern society.
Lesson 9
Let’s discuss what RPG games mean.
Let’s explore the stages of creating a video game using Design Thinking and draw sketches of our own games.
Let’s create our own RPG game using the Tynker program.
Lesson 10
Introduce students to the concept of 'Crowdsourcing' and experiment with this method in practice.
Organize a game to develop the skill of breaking down large tasks into smaller ones and working as a team.
Lesson 11
Introduce students to the concept of 'Focusing' and experiment with this method in practice.
Organize a game to develop the skill of concentrating on the task at hand.
Lesson 12
Module 3. Coding - basic programming.
Scratch Jr - It is a tool that allows children to learn basic programming skills, as well as creative thinking and systematic reasoning, even if they cannot read.
Creating custom games with Scratch
Applying mathematical and physics laws in games
Learning animation
Creating their own characters
Bonus: Basics of programming (variables, loops, logical sequences)
Module Plan
Lesson 1
Let's Introduce the Principles of Programming
Let's Get Familiar with ScratchJr
Let's Create the First Project in ScratchJr
Lesson 2
Understanding how to test programs and why testing is necessary
Trying to test our own projects
Working with loops in ScratchJr
Lesson 3
Let's introduce the topic of loops and iterations in ScratchJr
Let's understand the terms Compiler, Computer Code, Code Execution
Let's create interactions between characters
Lesson 4
Let's get acquainted with Kano
Let's familiarize ourselves with the Kano Code app
Let's create our first project in this app
Lesson 5
Continue working in the Kano Code application.
Understand how to add components to our application.
Work with the sticker component in Kano Code.
Learn how to modify the properties of components within the application.
Lesson 6
Let's start working on the Hour of Code platform.
Complete the Voyage Aquatic mission.
Program the Minecraft game scenario using code blocks.
During the course, students selected a topic for their final project.
They will present the projects they have developed throughout the module.
The final project should reflect the student's personal preferences and knowledge gained during the course.
Lesson 7
Continue working on the Hour of Code platform
Complete the Minecraft Hero’s Journey mission
Program the Minecraft game scenario using code blocks
Lesson 8
Continue working on the Hour of Code platform.
Complete the most interesting missions available on the site.
Program the scenario for the game or animation chosen by the children.
Lesson 9
Let's continue working in the Kano Code application.
Let's understand how to add components to our application.
Let's work with the Microphone component in Kano Code.
Let's learn how to visualize sound waves using Kano Code.
Lesson 10
Let's start working on the Blockly Games platform.
Let's complete the Maze mission.
Let's program the game scenario and help the character navigate through the path.
Lesson 11
Let's start working on the Codewars platform.
We'll take on the mission "CATS Robots,"
We'll program the game's scenario to help the kitten navigate the path and collect the necessary items.
Lesson 12
Discover our team of teachers
Maryam Chaudhry
Hi, I'm Maryam Chaudhry, a seasoned software developer with over 3 years of experience. I've worked with global companies in the US and Middle East, crafting solutions for complex problems.
My journey in the tech industry has been driven by a deep-seated passion for crafting innovative solutions for large businesses. Now, I'm excited to inspire the next generation of coders at impact A&C. My teaching philosophy revolves around making coding enjoyable, relatable, and accessible to all.
Let's code the future together!
Jwaad Hussain
I am a PhD candidate (i.e.: a work in progress) in love with the idea of empowering the future generation of programmers and stem students. It's one of my core goal to have the youth see the fun side of technology, through fostering creativity and making learning fun.
My passion for robotics and my thirst for knowledge lead me to the path of academia, wherein I was fortunate enough to teach at the university level for a little under 2 years. I aim to transfer those skills in a more casual and enjoyable setting that is Impact Academies&Camps
How are the lessons structured?
2h lesson per week focused on 80% practice
Small groups of up to 10 kids with individual support from teachers
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Live online or in-person lessons
What our students will achieve?
Certificate of completion of the course
Upon completion of the training, you will receive a certificate from Impact School in your national language and English.
Their own portfolio of projects
Their coding dreams are coming true! Hear how our classes helped these two students!
Your child will create their first project after the trial lesson, and you'll be convinced of the quality of our teaching.
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Want proof our coding classes are awesome? Hear what parents are saying!
Parent, Sana
I checked with Aariz and he told me he really likes doing the coding classes and quite happy with the teaching method. I'm also happy to get the feedback on him.
Parent, Erdal
Hi Daniela, I'm very well and hope you're too. Firstly, Ali De