LEARN MORE ABOUT EDRO MODULES

Learning computer programming is one of the most important skills a child growing up in today's world can acquire. By learning to code with robots, EDRO Robocode Programmes make this experience fun, effective and hands on.

In a Robocode Workshops we cover the fundamental pillars of coding (Concepts you will find in almost all coding languages). In each module, we focus on new concepts as well as build on the previous concepts and principles learned. Every module is problem-centered, guiding participants to make their own discoveries as they progress from coding newbie to ninja.

Fundamentals if coding covered over 4 modules:

  • Sequencing
  • Loops
  • Choices
  • Variables
  • Functions

At EDRO we align our workshops' content as much as possible to the CAPS curriculum for each grade group.

All programmes incorporate key learning outcomes to varying extents:
• Computation: Building a solid foundation in key computational concepts paving the way for further study in the field.
• Mathematics: Providing a practical setting in which Mathematics can be applied to computational problems.
• Science and Technology: Conveying a broad general knowledge of scientific topics related to the field of robotics and computer science.
• Problem Solving: Developing a problem solving skill-set that can be applied in new and novel situations.

GRADE 1-3 (Little Ones)

The Little Ones are introduced to the exciting world of coding through a game-like approach. The lessons are problem-based, guiding learners to make their own discoveries as they solve different problems with their robots.

Each module provides between 4 - 6 hours’ lesson content as the pace of lessons in this age group has larger variability. Lessons are generally shorter to achieve maximum engagement and being cognisant of attention span in this age group.

All coding is “written” first by arranging magnetic code tiles on a whiteboard. Code is then uploaded to their robots via a remote control. Code algorithms are executed on a physical course mat to evaluate if the desired goal was reached.

 

MODULE 1

Learners are introduced to the concept of coding and how to structure a set of instructions in a logical order to achieve a specific outcome. Three main concepts are focused on namely writing, uploading and executing code. Learners are introduced to debugging and how different algorithms can be used to solve the same problem.

MODULE 3

Two new coding concepts are introduced: Loops and Functions. Learners are guided to identify patterns or repeats and how to use loops in coding to make more efficient algorithms. Learners are introduced to functions, a key coding concept and must now use functions and loops to solve intricate coding challenges.

*RECOMMENDED from Grade 2 only

MODULE 2

Coding constraints are introduced and a substantial amount of time is spent on the subject as the constraints become increasingly narrow and difficult. Geometric shape drawing also now become part of the RoboCode challenges and learners see how mathematics become very important in coding problems.

MODULE 4

The concepts from module 1 - 3 are reinforced and a last new and very important coding concept namely Choices, or Conditional Statements are introduced. Learners incorporate this new concept along with all their prior learning to solidify their coding skills and to reach a level of coding mastery on their age level as they work through more complex challenges.

*RECOMMENDED from Grade 2 only

GRADE 4-7 (Juniors)

The Juniors are introduced to coding via a drag-and-drop interface, minimizing the barriers to entry and making this a perfect course for those with no coding experience. However, for those with a more technical bend, there are some special "tough cookie" problems to test their grey matter!

Learners learn the foundational principles of computer programming while being engaged and excited by seeing their code come to life on their moving robots.

The lessons are problem-based, guiding learners to make their own discoveries as they solve different problems with their robots. Each module provides 8 hours’ lesson content.

 

MODULE 1

In the first module, participants are guided through their first experience of programming a robot to follow instructions. An emphasis is placed on inspiring pupils to enjoy solving problems. Most problems in centre around movement based challenges. Participants make their own discoveries while programming their robots to draw a specially crafted series of geometric shapes. Key coding concepts covered in this module include sequence, loops and subroutines.

MODULE 2

In the second module, learners are now eager to wander deeper into the unexplored terrain of 'Robot Choice’. How can an inanimate machine make a decision? How can a programmer solve problems that take unknown factors into consideration? In this module, the 'conditional statements' or 'choice blocks' will be used to answer these questions practically. Problems worked on in this module involve participants integrating input from their robots’ sensors into their code. Learners will explore the light sensor and infrared or distance sensor and use these for solving physical problems. Learners continue to work in a drag-and-drop coding interface..

MODULE 3

In the third module, participants add two new programming tools to their toolbox: variables and functions. Using these two foundational concepts, learners get to work creating intricate and interesting patterns and solving more complex problems. An emphasis is placed on introducing pupils to variables and functions in a concrete manner, thereby ensuring that these two building blocks are firmly established. Coding is done in a new platform that is a combination of drag-and-drop and line-based coding bringing learners closer and making them comfortable with the idea of line-written code.

MODULE 4

The final module combines all of the prior learning and all 5 building blocks of coding - sequence, loops, variables, functions and choice - into complex challenges that require longer planning, debugging and iteration. Many of the challenges in this module take on the form of competition and learners are motivated by achieving results for which the bar is set quite high. Learners continue to code in the combination drag-and-drop and line-based interface.

GRADE 7-9 (Teens)

The Teens are introduced to coding like a real computer programmer.  All concepts are explained simply, in a well-structured, step-by-step manner making the lessons perfect for even those with no coding experience.  However, as all coding is text-based and done in a very common and widely used command-line level language called C, there will be ample scope to push the boundaries and tackle some very tough challenges.

 

MODULE 1

Emphasis is placed on getting learners used to a new way of writing code and getting skilled and comfortable with coding syntax.  All coding challenges revolve around geometric problems focussing the learners' attention on the mathematical problem while sharpening their code writing skills.  Later in the module when everyone is comfortable writing and debugging line-based code and syntax, variables and if-statements are introduced.

MODULE 2

Learners expand on their knowledge of line-based coding and how to approach problems with efficient logic.  Subjects covered in this module including expanding of data types, variables with mathematics, variables and arrays, advanced conditional statements, multiple decisions and loops.  The length of lessons in this module will vary substantially subject to the relevant age group.