This intermediate course teaches students how to make their programs interactive and intelligent. Learners will use variables, user input, mathematical operations, and logical deci…
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Course 2: Interactive Apps & Smart Coding with PictoBlox |
This intermediate course teaches students how to make their programs interactive and intelligent. Learners will use variables, user input, mathematical operations, and logical decision-making to create applications and games that respond to users and changing conditions.
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Grade Level/Age: Year 4–5 (typically 8–10 years old) Prerequisites: Completion of Creative Coding Foundations with PictoBlox or equivalent knowledge |
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Total Duration |
2 Weeks |
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Number of Modules |
2 |
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Number of Lessons |
12 |
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Estimated Time |
Self Paced/ School Pace |
By the end of this course, students will be able to:
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Skills Developed
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Module 1: Data with Variables & Operators (6 Lessons) |
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Module Overview Students learn how programs store information, perform calculations, and use user input to create dynamic and interactive applications. |
Objectives
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Module 2: Decisions with Conditionals & Logic (6 Lessons) |
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Module Overview: Students explore how programs make decisions using conditions and logical operators, enabling projects to respond intelligently to different situations. |
Objectives
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Course Materials
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Beginner
Price: ₦15000
Use "View Full Curriculum" above to see what's covered.
This module introduces learners to working with data in PictoBlox using variables and operators. Over six lessons, students will learn how to store and manipulate information, capture user input, and perform arithmetic operations. The module emphasizes hands-on practice through projects like calculators and interactive drawing tools, helping learners understand the practical use of data in programming. By the end of this module, students will be able to build interactive applications that respond to user input and perform calculations.
This module introduces learners to the concept of conditional statements and logical operators in PictoBlox. Through interactive lessons, students will learn how to make decisions in their programs using relational operators, conditional blocks, and logical operators like AND, OR, and NOT. By the end of this module, learners will create programs that involve decision-making, such as a grading system and an advanced calculator. This module builds upon prior knowledge of variables and arithmetic operations.