1.- GETTING STARTED.
The goal of this section is to learn elementary computer programming concepts and to develop thinking skills.
Look at the example on the right. The students must give the appropiate orders so that the red circle reaches the white circle without leaving the board. After carrying out the movements the students design, the red circle must be exactly above the target.
To create your program you need a set of instructions. You can select them by clicking the icons on the green background menu. Look at the two images on the left. If you click on the "boy" icon, you can select some movements: Move forward (just once), move forward (x times) and turn left or righ t (just click the drop down menu to choose the direction).
If you click the arrow icon, you will have access to loops. In programming, a loop can induce multiple executions of an order.
All we need to do is to drag the instructions to the white board, and put them in a logica l order, so that your program runs correctly. To check your program, just click the "?" button. Look at the example on the right: The red circle will move forward six squares, then it will turn right and finally it will move forward as many times needed until it meets the objective (the white circle)
Let's give it a try!!

G

C