MIT App Inventor is an intuitive, visual programming environment that allows everyone …
MIT App Inventor is an intuitive, visual programming environment that allows everyone – even children – to build fully functional apps for smartphones and tablets.
Learn how to use your Robots (e.g.,Code and Go Mice, Dash, and …
Learn how to use your Robots (e.g.,Code and Go Mice, Dash, and Spheros) by gaming. Gaming creates a high-interest, team-building, and problem-solving approach to using the robots, and the games are easily adapted to most robots and many levels.
We have four tutorials to try out for the Hour of Code. …
We have four tutorials to try out for the Hour of Code. We recommend starting with Hello Codi!, but any of the four tutorials are accessible for novice coders. They can all be completed within an hour timeframe.
For each tutorial, we have multiple ways of accessing them:
Click the tutorial link to open up a project directly in the App Inventor environment with the tutorial in the sidebar. This is our recommended way to complete the tutorials. If you prefer, you can click on the video links to follow the tutorial in a video. Please note, this requires you have two windows open in the browser - one to play the video, and one to run App Inventor. We also have links to pdf files for each tutorial, for those of you who prefer following text instructions. After building the starter apps, which will take around an hour, you can move on to extending them with more functionality, or you can start building apps of your own design.
Students will learn about the basics of machine learning and create their …
Students will learn about the basics of machine learning and create their own apps that implement these concepts through image classification. The students will take photos with their mobile devices and the apps will identify objects within those photos. Each classification comes with a confidence level, a value of how confident the app is with its classification. Students will use MIT App Inventor’s machine learning extension called the LookExtension when creating this app.
This Introduction to Machine Learning includes tutorial lessons as well as suggestions for student explorations and project work. The unit also includes supplementary teaching materials: lesson plans, slides, unit outlines, assessments and mappings against the Computer Science Teachers of America (CSTA) computing standards.
Students will get the opportunity to program a version of the game …
Students will get the opportunity to program a version of the game “Flappy Bird” using simple drag and drop programming to make connections between computer science concepts and the real world.
Coding or programming is the way that we as programmers, can tell …
Coding or programming is the way that we as programmers, can tell a computer what to do using instructions that the computer will understand. The instruction for coding can be either in words or icons. Lightbot is a programming puzzle game.
Middle School teacher Richard Incorvia has put together some simple, easy-to-follow tutorials …
Middle School teacher Richard Incorvia has put together some simple, easy-to-follow tutorials for teaching App Inventor to students. These can be used with older students as well. He has created eight days of lessons with a tutorial for each day. Each tutorial includes a guide to building the app in the Designer and Blocks Editor, making the app, and additional challenging features to add. Day One walks students through building an app with a moving ball that bounces off when it comes to an edge. Day Two introduces buttons to change the ball's speed. This is an excellent introductory lesson for students because it lets them see immediate effects of their program changes in the app's behavior. Day Three teaches students about if-statements by guiding them on how to build a calculator app. Day Four guides students through uploading media (sounds, pictures, videos, etc) to their phone by building the classic App Inventor app: HelloPurr. Day Five guides students through the PaintPot event teaching them about Events. Day Six teaches about using the Clock's Timer functionality by using the MoleMash tutorial. Day Seven instructs on how to use the TinyDB component by guiding users through a ToDoList app. Day Eight teaches students about using multiple screens by guiding them through a Music Player App.
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