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Kojo Home

Kojo Home
Kojo is an open source App that runs on Linux, Windows, and Mac. It is a Learning Environment – with many different features that enable play, exploration, discovery, creation, and learning in the areas of: Computer Programming and Computational thinking. Math and Science. Inductive, Deductive, Systematic, and Analytical thinking. To play with Kojo, you can Download and Install it. Kojo has been developed to provide children an environment where they can do self-directed learning in an interactive fashion – through exploration and discovery. Kojo is based on ideas derived from Logo, Processing, and The Geometer's Sketchpad. Kojo builds upon these ideas and provides the following: A productive, fun, and friendly graphical environment – where computer programming is used to explore and play with Math, Art, Music, Animations, and Games. Kojo is also a useful tool for Scala programming in general, as it provides a powerful REPL for Scala – with the following features:

Kodable Teaching Kids to Code Every era demands--and rewards--different skills. In different times and different places, we have taught our children to grow vegetables, build a house, forge a sword or blow a delicate glass, bake bread, create a soufflé, write a story or shoot hoops. Now we are teaching them to code. We are teaching them to code, however, not so much as an end in itself but because our world has morphed: so many of the things we once did with elements such as fire and iron, or tools such as pencil and paper, are now wrought in code. We are teaching coding to help our kids craft their future. In this collection we share many different perspectives on coding, from a university professor's vantage point (MIT's Mitch Resnick describes why learning to code is like learning to learn) to an entrepreneur's reflections from his cross-country roadtrip to bring coding--and his stuffed dog--to classrooms across the U.S. We should always teach children to bake bread, feed the goats and wield a hammer.

Code Monster from Crunchzilla <h2>Code Monster gets kids excited about programming. It is a combination of a game and tutorial where kids experiment with learning to code. <p> Code Monster use Javascript. I'm Code Monster! Getting Started Lesson 1 BACK How to Play | Lesson Sections | About | FAQ | Terms of Use | Privacy | Contact | © 2015 How to Play Code Monster teaches kids and adults a little about Javascript programming! It's easy to play. Click on the Reset button if you really mess up your code and want to start over on a lesson. Code Monster saves what lesson you are on, so feel free to stop at any time and come back later. Have fun! About Code Monster from Crunchzilla is an interactive tutorial for kids that focuses on action. Projects start with simple boxes and colors, rapidly progressing into exciting experiments with simple animation and fractals. Code Monster is a gentle and fun introduction to programming concepts. Code Monster is based in Seattle, WA. Frequently Asked Questions Sure! Terms of Use Oh my.

DataTree selection rules Dear Users, I've been working on data tree selection rules this weekend and when 0.9.0063 is released (hopefully tomorrow, 4th November) the [Path Compare], [Tree Split] and [Replace Path] components will work slightly different from before. Sorry about breaking this, but it proved impossible to improve the selection logic with the fairly ambiguous notation that was implemented already. Not every change is breaking though and I hope that most simple matching rules will work as before. Imagine we have the following data tree, containing a bunch of textual characters: {0;0} = [a,e,i,o,u,y] {0;1} = [ä,ë,ê,ï,î,ö,ô,õ,ü,û,ÿ,ý] {1;0} = [b,c,d,f,g,h,j,k,l,m,n,p,q,r,s,t,v,w,x,z] {1;1} = [ç,ĉ,č,ĝ,ř,š,ş,ž] There are a total of four branches {0;0}, {0;1}, {1;0} and {1;1}. So what if we want to select from this tree only the standard vowels? This selection rule hard-codes the number zero in both tree path locations. {0;?} {? {0;?} {A;B;C;... The following rule notations are allowed: David Rutten Seattle, WA

Karel the Robot Kodu | Det här är Viking och Lucas alien. Här är koden´: sudda sakta(10) cirkel(200)//rymdvarelsens genomskinliga huvud färg(blå) bakgrund2(grön,röd)// bakgrunden vänster hoppa(70) fyll(vit) höger cirkel(120) vänster hoppa(80) fyll(svart) höger cirkel(50) pennaUpp hem pennaNer höger bredd(80) fram(200) höger fram(200) vänster fram(80) pennaUpp hem väster fram(400) pennaNer fram(200) vänster fram(200) höger fram(80) bakgrund2(grön,röd) osynlig Vi har börjat jobba med ett nytt program som heter sploder. För att lägga till föremål klickar du här. Vi har jobbat med kojo och kodu på Svenskan dom senaste veckorna. Jag tycker att Kodu är ett väldigt kul och spännande program. Jag vet att jag har skrivit det här flera gånger tidigare i den här texten men jag tror på framtiden! Jag ska visa er hur man sätter ut träd. Klicka på trädet. Välj villket träd du vill ha sen klickar du på det. Så har du ett träd. När jag började med kodu tänkte jag att det skulle bli jätte kul. Kodu är ett bra program.

Your Students can be “Makers”: 16 Projects Invented by Teachers (This post was edited on 6/30/2015 to add a 17th project previously omitted. Be sure to scroll down to see that project!) New York City, The Big Apple, a global hub for innovation and invention from the Otis elevator through the MakerBot 3D printer… The perfect location for teachers to flex their own innovation and invention muscles at Design, Do, Discover 2015. In June 2014, I attended the second Design Do Discover conference at Castilleja School in Palo Alto, CA. The first year was a wonderful learning experience for everyone – coaches and participants alike. The premise is simple: start with a quick tour of the facility and very brief show-and-tell of the tools (less than 30 minutes!) The final projects blew ALL of us coaches away! 1. This project was created by a team from my own school in Seattle… They were pursuing an idea of presenting the whole school with the same project prompt: solve a problem related to water. 2. 3. 4. 5. 6. 7. 8. Lego Mindstorms, Laser cutting. 9. 10. 11. 12.

Processing Arthur C. Clarke’s documentary on Fractals: A basic set with fractal behaviour is the set of Complex numbers (C): No matter how much one zooms in or out, the set is self-similar with infinite detail. The typical fractal sets (Mandelbrot, Julia, Fatou) follow a pattern of 3 infinities: an infinite number of points is run an infinite number of times through a recursive polynomial and it will/will not reach infinity: To make the step to 3d, the major issue is that the 2d rules cannot be generalized because there is no corresponding set of numbers for 3d space. 1d space has Real numbers, 2d space has Complex numbers, but there is no 3d equivalent. Either way, results are similar: Dealing with infinite numbers, infinite iterations and infinite sets of points, computation times become an issue. The image above is magnified ~3.10e13 times. Building 3d models in computer space is slightly trickier because of the huge number of points involved to define even a limited section of a fractal.

Karel The Robot Om att hacka läroplanen – Karin Nygårds | Pedagog Örebro Karin Nygårds har haft ett intensivt år där hon kombinerat att vara lärare för åk 3-6 på Sjöstadskolan med föreläsningar och debattinlägg. Aktuell som föreläsare på SETT och vinnare av Trevor Dolan Foundation-priset Årets punkare i skolsverige. PÖ: Att hacka läroplanen låter coolt, men vad innebär det egentligen och vad ser du att det ger eleverna? Att ”hacka” betyder ju att man gör något lite bättre. PÖ: Hur kan man komma igång själv om man som lärare vill få in programmering i sin undervisning? För det första tycker jag att man måste fundera på vad man vill med programmeringen, vilket syfte man har. Personligen föredrar jag Kojo som programmeringsmiljö om man vill ha en tydlig koppling till matematiken och även kopplingen till grammatik och språk. Om man jobbar med yngre barn är bi-roboten, Bee-Bot, ett utmärkt hjälpmedel, men man kan lika gärna bara träna programmering genom att leka datorspel i klassrummet eller på andra sätt jobba med datalogiskt tänkande utan datorer.

Best Free Ways to Learn Programming I can remember back when I was young how alien a couple of lines of code that were published in a kid's magazine looked to me. Some twenty years later (or should I better say a year ago), I decided that I should teach myself how to create some small and usable programs. Sad to say, I lost interest shortly after. Well, this year I tried again. Leaning to program: a better way There is another, better way to learn programming. First I suggest to you to start with programming languages which enable you to learn the basics about the language in a short amount of time. Second, when you will get more experience with simple languages you can at any time jump to more sophisticated programme languages if you want or need to. Easy to learn languages The first entries I want to mention are really simple. Manufactoria is a puzzle game about putting robots in their proper place. Bug Brain (biologic[DOT]com[DOT]au/bugbrain/) is a game where you build brains to run a bug. In A. | Diploma Studio 10 at Westminster University School of Architecture and the Built Environment Katahdin Katahdin is a programming language where the syntax and semantics are mutable at runtime. It was the 2007 master’s project of Chris Seaton at the University of Bristol Department of Computer Science, under the supervision of Dr Henk Muller. Katahdin employs the theory of parsing expression grammars and packrat parsing. Unlike other contemporary work, Katahdin applies these techniques at runtime to allow the grammar to be modified by a running program. New constructs such as expressions and statements can be defined, or a new language can be implemented from scratch. In most programming languages you can define new functions and types. For example, most programming languages have a modulo, or remainder operator. In Katahdin this is a runtime operation, so immediately after defining ModExpression the modulo operator becomes part of the language in line with all the other operators. There are real world scenarios where one would want to use one language from within another.

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