Minecraft: introduction to artificial intelligence - course 48,000 rub. from Coddy School of Programming for Children, training 8 modules (months)
Miscellaneous / / December 03, 2023
Duration: from 8 modules (months), from 64 hours*.
Format: individual and group lessons, offline and online (real time).
Number of children: from 1 to 8.
from 750 rub./hour in an online group,
from 850 rub./hour in an offline group,
from 1050 rub./hour individually online,
from 1980 rub./hour individually offline.
Who will never be replaced by a robot? Your developer! The popular game Minecraft will help you try yourself as an artificial intelligence creator.
Google CEO Sundar Pichai once said that artificial intelligence will change the world more than the development of fire or the invention of electricity. According to Gartner research, by 2025 the number of jobs related to artificial intelligence (AI) will exceed two million. That’s why it’s so important to introduce children to the basics of this technology now. The ideal tool for learning AI is the same Minecraft that millions of schoolchildren (and others) around the world are passionate about.
Microsoft has created an educational platform based on this game that helps children quickly and effectively master the most complex sciences, including the art of programming. And also, according to the observations of teachers who use the game in their work, Minecraft allows you to develop mathematical and critical thinking, creativity, communication and teamwork skills, and teaches acceptance solutions.
Based on the Microsoft methodology, we have developed a special in-depth programming course for Minecraft lovers.
“Minecraft: Introduction to Artificial Intelligence” is a long course for children from 6.5 to 12 years old. It is suitable for those who are just starting out
your path in programming or already have basic knowledge.
The course program is designed for 8 months of intensive study. The students' task is to program their own agent to solve routine game tasks: construction, resource extraction, protection from mobs. To do this, children master fundamental programming topics - loops, conditionals, arrays - and learn to apply the acquired knowledge in practice in building the Minecraft game universe. Towards the end of the course, students program in JavaScript, one of the most common and in-demand programming languages in the world.
For training, we use the MakeCode educational environment (developed by Microsoft). This development environment is similar to Scratch (and in terms of complexity too), but offers much broader functionality for learning programming.
We devote 25% of our training time to developing so-called soft skills. In classes you need to work in a team and communicate, just like professional programmers do in companies. In addition, by working together on projects, students develop leadership skills, creativity, as well as time management, problem solving and decision-making skills.
The skills acquired in the classes will become an excellent basis for further study of technical sciences.
Each block of four lessons ends with a project lesson, in which students consolidate their acquired knowledge and skills. For confident developers (for example, those who have been studying programming in Minecraft: Education Edition for more than six months), the course program includes special projects. Advanced students will be able to work with teams to implement such complex buildings as the Egyptian pyramids and the Colosseum.
The final project in Minecraft is programming your digital universe within the game. For example, the most popular projects are: IT city with all the world's top companies, smart communications and infrastructure (roads, metro, trains, etc.), smart intersections, construction technology, edtech and much more other.
The project is created based on the interests of the students. Teachers set directions, and children develop them independently. A mandatory component of project work is the ability to program a project in teams using all the knowledge acquired and skills developed during the course.
The Minecraft: Introduction to Artificial Intelligence course is part of a two-year advanced training program programming with Minecraft (taking other courses is not a requirement to enroll in this well):
For all our coders who love programming in Minecraft, we recommend combining training in the “Minecraft: Introduction to Artificial Intelligence” course with classes in “Developing Mods for Minecraft.”
If in one course children are introduced to the concept of artificial intelligence and learn to program their agent to solve their gaming problems, then the second course was created CODDY team specifically at the request of our students - from scratch and independently develop game elements and blocks for building, protecting and extracting resources, and even in the language Java! Our experience shows that in this way children not only learn to program in the Minecraft environment, but also immediately see the results of their learning in practice in the game.
Nothing is required for classes at our sites; we will provide the child with everything they need.
The Minecraft: Introduction to Artificial Intelligence course is the best way to introduce your child to the complex world of programming and artificial intelligence!
1st module
The first day
Introducing Minecraft. Algorithm.
- Introduction to the Minecraft environment;
- Basic concepts in programming;
- Creation of simple commands;
- Carrying out tasks to create algorithms.
Result of the lesson: studied the concept of Algorithm in programming, learned to write programs for the operation of an agent.
Practical task: writing programs for the agent to work using learned commands and algorithms.
Second day
Practice of creating algorithms. Cycles
- Repetition of the topic of algorithms and practice of writing commands;
- Introduction to the concept of cycles;
- Writing programs for the construction of various objects by an agent.
Result of the lesson: studied the concept of a loop in programming and learned to write programs using loops.
Practical task: creating programs for the construction of objects by an agent using cycles.
Day three
Types of cycles
- Repetition of the concept of cycles;
- Types of cycles;
- Loops with condition;
- Creation of programs using various types of cycles.
Result of the lesson: studied the types of cycles, and in practice strengthened the skills of creating programs using cycles.
Practical task: write at least 5 programs for the agent using loops.
Day four
Project lesson
- Repetition of studied topics on the basics of programming;
- Rules for project work, distribution of resources;
- Selection of ideas and work on the project;
- Demonstration and discussion of projects created during the lesson.
Result of the lesson: We repeated the material we had studied, created our own project, and practiced project teamwork skills.
Practical task: complete a test to review theoretical material, select a project, and build a game object.
2nd module
The first day
Conditional loops. Nested Loops
- Cycles with condition - repetition, consolidation in practice;
- Nested loops in programming;
- Creation of programs for the agent using the studied types of cycles.
Result of the lesson: consolidated the skill of writing programs using conditional loops and nested loops.
Practical task: writing programs for resource extraction and house construction by an agent using conditional loops and nested loops.
Second day
Events in Minecraft
- The concept of "event" and "event handler";
- MakeCode tabs for working with events;
- Writing programs using events;
- Creating a mechanism from several events.
Result of the lesson: studied working with events, strengthened the skills of writing programs using events.
Practical task: creation of 10 programs using various events.
Day three
Minecraft Coordinate System
- Coordinates in the world of Minecraft;
- “Fill with blocks” command;
- Create commands using absolute and relative coordinates.
Result of the lesson: studied the coordinate system and learned how to determine direction in Minecraft.
Practical task: writing commands using the coordinate system and the "fill with blocks" command.
Day four
Project lesson
- Repetition of studied topics on the basics of programming;
- Rules for project work, distribution of resources;
- Project work;
- Demonstration and discussion of projects created during the lesson.
Result of the lesson: We repeated the material we had studied, created our own project, and practiced project teamwork skills.
Practical task: complete a test to review theoretical material, create a “Village” project in survival mode.
3rd module
The first day
Coordinate system. Part 2
- “Shapes” tab, building shapes;
- The concept of radius;
- Practice creating programs using coordinates;
- Using the “select random position” command in programs.
Result of the lesson: consolidated the skill of writing programs using a coordinate system, studied the use of random values in programs.
Practical task: writing programs - building an aquarium, ice rink, filling with air, building figures.
Second day
Coordinate system. Part 3
- Using coordinates to clone objects;
- Cyclic cloning. Block filling program;
- Variables in program code;
- Improvement of the cloning program using variables.
Result of the lesson: learned to use the clone command in programs, strengthened programming skills using loops and clone commands.
Practical task: creating a program with cyclic cloning of an object.
Day three
Constructor
- Getting to know the designer and studying his work;
- Creation of programs for working with the designer;
- Programming practice - creating game objects using the constructor and cloning.
Result of the lesson: learned to use the constructor in their programs, strengthened their programming skills using loops, cloning, and the constructor.
Practical task: completing tasks to work with the designer, writing programs for creating game objects - islands, bridges, lanterns, balloons.
Day four
Project lesson
- Repetition of studied topics on the basics of programming;
- Rules for project work, distribution of resources;
- Project creation;
- Demonstration and discussion of projects created during the lesson.
Result of the lesson: We repeated the material we had studied, created our own project, and practiced project teamwork skills.
Practical task: complete a test to review theoretical material, create the “Floating Village” project.
4th module
The first day
Variable
- Variables in programming;
- How to create a variable and set its value;
- Practice creating programs using variables.
Result of the lesson: learned to use variables in their programs.
Practical task: writing programs - building a pyramid, "jumping power", "calculator", "cave of bats".
Second day
Variables. Part 2
- Repetition of the topic “variables”;
- Algorithms using the “while” loop and the conditional operator;
- Programming practice - creating programs using variables and conditional statements.
Result of the lesson: studied the concept of “conditional operator”, strengthened programming skills using variables and conditional operators.
Practical task: creation of programs - “lumberjack agent”, “stopwatch”, arrow counter.
Day three
Conditional operator. Part 1
- Studying the concept of "conditional operator";
- Conditional structures in programs;
- Operator "otherwise".
Result of the lesson: learned to use the constructor in their programs, strengthened their programming skills using loops, cloning, and the constructor.
Practical task: creating a mini-game with win and loss conditions, creating a program to test examples.
Day four
Project lesson
- Repetition of studied topics on the basics of programming;
- Rules for project work, distribution of resources;
- Start of creating a group project;
- Demonstration and discussion of works created during the lesson.
Result of the lesson: repeated the material studied, began creating a group project, and practiced project teamwork skills.
Practical task: complete a test to review theoretical material, choose an idea for a group project and your role in it, work on your part of the project.
5th module
The first day
Conditional operator. Part 2
- The task of the "Quest House" project;
- Programming practice - programming quest rooms;
- Testing the project, discussing issues and results.
Result of the lesson: strengthened the skills of writing programs using conditional structures, completed the mini-project “House of Quests”.
Practical task: programming 5 rooms of the "House of Quests" project.
Second day
Conditional constructions. Part 1
- Preparation for solving the problem of conducting a population census;
- Writing a program to check the entered value;
- Writing a program to display the received data in the chat;
- Programming practice - creating a program for analyzing census data in a prepared village.
Result of the lesson: consolidated the skills of creating conditional constructions in programs, wrote a program for analyzing the results of the population census.
Practical task: creating a program for checking the entered value, conducting a population census and analyzing the census results.
Day three
Conditional constructions. Part 2
- The task of creating a program for building a labyrinth;
- Application of functions in programs;
- Creation of the "agent dance" program.
Result of the lesson: consolidated the skills of creating conditional structures in programs, wrote two programs using functions and conditional structures.
Practical task: creation of a labyrinth construction program, an “agent dance” program.
Day four
Project lesson
- Repetition of studied topics on the basics of programming;
- Rules for project work, distribution of resources;
- Continued creation of a group project;
- Demonstration and discussion of works created during the lesson.
Result of the lesson: repeated the material studied, continued creating a group project, and practiced project teamwork skills.
Practical task: complete a test to review theoretical material, work on your part of the project.
6th module
The first day
Functions. Part 1
- Functions in programming. Function parameters;
- Programming practice - "Burger" program;
- Programming practice - functions with parameters;
- “Wall construction” program.
Result of the lesson: learned how to apply functions and use function parameters in their programs.
Practical task: writing a program to create a Burger and build walls.
Second day
Functions. Part 2
- Preparation for creating the game;
- Creation of the "Arena" function;
- Writing functions for game settings;
- Creation of a function for placing mobs;
- Creation of a program with a victory condition.
Result of the lesson: We repeated the topics we studied in practice and created a game in Minecraft.
Practical task: preparing functions for creating a game, assembling and testing the game.
Day three
Array
- The concepts of "array", "array element" and "array index";
- Creating an array and getting values from the array;
- Programming practice - writing programs using arrays.
Result of the lesson: studied the concept and use of arrays in programming, wrote two programs using functions and conditional constructs.
Practical task: creation of the programs “Teleport Belt”, “Rainbow Lighthouse”, “Zoo”.
Day four
Project lesson
- Repetition of studied topics on the basics of programming;
- Continued creation of a group project;
- Demonstration and discussion of works created during the lesson.
Result of the lesson: repeated the material studied, continued creating a group project, and practiced project teamwork skills.
Practical task: complete a test to review theoretical material, work on your part of the project.
7th module
The first day
Function parameters
- Repetition of the concepts “array”, “function”;
- Discussion: analysis of the program code about the history of mobs in Minecraft and suggestions for improvement;
- We are building the Colosseum - discussing the program code;
- Programming practice - programs using arrays and functions.
Result of the lesson: repeated the concept and use of arrays and functions in programming, wrote programs using functions and arrays.
Practical task: creation of the programs “History of Mobs”, “Walking Statue”, “Colosseum”.
Second day
Introduction to JavaScript Syntax
- JavaScript command syntax;
- Using event handlers in JavaScript;
- Programming practice - creating commands for the agent in JavaScript;
- Variables and data types in JavaScript programs.
Result of the lesson: learned to work with variables in JavaScript, learned to write simple programs in JavaScript.
Practical task: writing commands in JavaScript, creating the program “Agent walks through a corridor”, “Stripe of blocks”.
Day three
Loops and conditions in JavaScript
- The for loop and its use in programs
- The while loop and its application in programs
- The if statement and its application in programming
- Programming practice: tasks on the use of loops and the if operator.
Result of the lesson: studied for and while loops, learned to use the if statement in a program.
Practical task: creation of programs for the construction of a tower, output of numbers, "Timer", "Stopwatch".
Day four
Project lesson
- Repetition of studied topics on the basics of programming;
- Continued creation of a group project;
- Demonstration and discussion of works created during the lesson.
Result of the lesson: repeated the material studied, continued creating a group project, and practiced project teamwork skills.
Practical task: complete a test to review theoretical material, work on your part of the project.
8th module
The first day
Arrays and functions in JavaScript
- Declaring an array and working with array elements in JavaScript;
- Declaring and calling a function in JavaScript;
- Local and global variables. Function parameters;
- Programming practice - tasks on the use of arrays and functions.
Result of the lesson: learned to create arrays and use functions in JavaScript, strengthened the skills of creating programs in JavaScript.
Practical task: writing lines of code using functions and arrays. Creation of programs “Building a wall”, “Rainbow”.
Second day
Conditionals in JavaScript
- Repetition of conditional structures in programming;
- Else, else if constructions in JavaScript;
- Programming practice - programs using conditional structures.
Result of the lesson: learned to work with conditional constructs in the JavaScript language, developed the skill of creating programs using conditional constructs in the JavaScript language.
Practical task: creation of programs “Checking the answer to a question”, “Your biography”, programs for working with random numbers.
Day three
Completing a group project
- Completion of the creation of a group project;
- Programming practice: writing programs in JavaScript on the topics studied;
- Demonstration and discussion of works created during the lesson.
Result of the lesson: completed the creation of a group project and practiced project teamwork skills.
Practical task: writing programs “Building a pillar”, “Rain of chickens”, “Multi-colored floor” in JavaScript using learned programming constructs, working on your part of the group project.
Day four
Project protection
- Completing the final test on the material studied in the course;
- Preparation for presentations and defense of course projects;
- Discussion of the course results;
- Recommendations for further training and development in the field of programming.
Result of the lesson: consolidated the knowledge acquired during the course, defended their project, and received recommendations for further training.
Practical task: participation in project defense.