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Computer Programming

Learn to Program with the Raspberry Pi and Scratch

For this track students use Scratch, a project of the Lifelong Kindergarten Group at the M.I.T. Media Lab on Raspberry Pi computer stations to design their own storyboards and games.

Due to the shortfall in global relief for victims of the Syrian war, with your help we are bringing this program to many of Earth’s most forgotten children, isolated in the Bekaa Valley region of Lebanon.

After training, students are shown to be better prepared to re-enter school, both academically and socially, often with a boosted sense of self-worth and acceptance due to their specialized and often admired computing know-how.

You will have the opportunity to buddy-up with the option to join the process directly with your student online.

1 to 6 months of developed training courses are currently available with perpetual, future online support and training.

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The Raspberry Pi is a low cost, credit-card sized (85×56 mm) computer that plugs into a computer monitor or TV, and uses a standard keyboard and mouse. It is a capable little device that enables people of all ages to explore computing, and to learn how to program in languages like Scratch and Python.

Scratch helps young people learn to think creatively, reason systematically, and work collaboratively – essential skills for life in the 21st century. Scratch is a project of the lifelong Kindergarten Group at the MIT (Massachusetts Institute of Technology) Media Lab. The figure below shows a program on the right that makes the cat character (called a Sprite in Scratch) on the left draw the squares with different colors and sizes.

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The goal of this course is to introduce basic concepts of computing and programming through fun activities like story-telling, games, art, music, animations, quizzes, and other hands-on activities within the framework that Scratch running on a Raspberry Pi computer provides. Some specific topics that will be treated are:

  • Introduction to Scratch and the creative possibilities that it offers
  • Algorithmic description of movements and actions
  • Sequential and logical reasoning for storytelling
  • Numbers, math, strings, texts and logic expressions in computers
  • Loops to simplify the specification of repetitive actions in programs
  • Constructs for making decisions based on results and user actions
  • Use of colors, sounds and animations in computer games
  • Creating art from geometric building blocks
  • Using computers for science and math education
  • Debugging and troubleshooting of programs

The class format is 2 hours of computer lab with two students working in a group per computer station.

Instructor: Peter Mathys is a professor at the University of Colorado in Boulder, CO, USA, in the Department of Electrical, Computer and Energy Engineering. He has more than 30 years teaching experience in communications, coding theory, and computer programming.

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Just two things to do here, let's begin: